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		<id>https://multiversemush.com/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bezel</id>
		<title>Multiverse Crisis MUSH - User contributions [en]</title>
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		<updated>2026-05-06T15:21:43Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://multiversemush.com/mw/index.php?title=MediaWiki:Sidebar&amp;diff=17195</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=MediaWiki:Sidebar&amp;diff=17195"/>
				<updated>2025-12-29T23:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
* Calendar &amp;amp; Logs&lt;br /&gt;
** Schedule_View|Scene Calendar&lt;br /&gt;
** Cutscenes|Cutscenes&lt;br /&gt;
** Logs|Logs&lt;br /&gt;
** TinyPlots|TinyPlots&lt;br /&gt;
* MUSH Rules &amp;amp; Information&lt;br /&gt;
** Rules Index|Rules Index&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Help Files|Help Files&lt;br /&gt;
** Ad Exchange|Ad Exchange&lt;br /&gt;
** FAQ|FAQ&lt;br /&gt;
* Applications&lt;br /&gt;
** Sample_Applications|Sample Applications&lt;br /&gt;
** Character_Application|Character Application&lt;br /&gt;
** Upgrade_Application|Update Application&lt;br /&gt;
** Clerical_Application|Clerical Application&lt;br /&gt;
** Csys_Application|Csys Application&lt;br /&gt;
** Enhancement_Application|Enhancement Application&lt;br /&gt;
* Character Pages &amp;amp; Themelistings&lt;br /&gt;
** Making_A_Character_Page|How To Make A Character Page&lt;br /&gt;
** Character_Index|Character Index&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Update_Application&amp;diff=17193</id>
		<title>Update Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Update_Application&amp;diff=17193"/>
				<updated>2025-12-29T23:11:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: Bezel moved page Upgrade Application to Update Application&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&lt;br /&gt;
Multiverse Crisis MUSH - Update Application 6.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Who are you updating?''': What is the name of the character you want to update? If you're changing their @name, please say so here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. Advantages''': If you are updating your Advantages, fill out the appropriate categories below with your '''COMPLETE UPDATED ENTRY''' with all the other advantages for that section included. You do not need to include entries you're not updating. So, for example, if the only thing you're updating is Integral advantages, that's all you should fill out below. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Advantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-1. Advantages: Integral'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-2. Advantages: Supporting'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2b. Advantages: Patch Notes''': If you are updating your Advantages, tell us what you are adding, modifying, or removing here. Additionally, if you're applying for a 4/5 Pip Advantage, please explain why you believe this is necessary to enable content you wouldn't otherwise be able to accomplish with a 3 Pip &amp;quot;solves all meaningful problems&amp;quot; Advantage. This is to help people not unnecessarily cut themselves out of fun Advantage space with these extra charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Disadvantages''': If you are updating your Disadvantages, put the '''COMPLETE UPDATED SECTION (Trouble/Flaw/Etc.)''' in the field below. Note that if one or more Disadvantages are being resolved as part of this update, something else must take their place if it would bring the character below the minimum requirement for Disadvantages. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Disadvantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-1. Disadvantages: Trouble'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-2. Disadvantages: Flaw'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-3. Disadvantages: Drawback'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b. Disadvantages: Patch Notes''': If you are updating your Disadvantages, tell us what you are adding, modifying, or removing here.&lt;br /&gt;
&lt;br /&gt;
'''4. Profile Changes''': If you are changing your +finger information (Name, Concept, Profile), put the new fields here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Justification''': What are the reasons for this update? What happened (or what will happen) to justify it? If this is an update application, feel free to leave this blank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Send your completed application to '''mcmush@gmail.com''' with a subject of '''Update Application - Character Name'''. If using gmail, please disable the plain text feature.&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Upgrade_Application&amp;diff=17194</id>
		<title>Upgrade Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Upgrade_Application&amp;diff=17194"/>
				<updated>2025-12-29T23:11:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: Bezel moved page Upgrade Application to Update Application&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Update Application]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Update_Application&amp;diff=17192</id>
		<title>Update Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Update_Application&amp;diff=17192"/>
				<updated>2025-12-29T23:00:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&lt;br /&gt;
Multiverse Crisis MUSH - Update Application 6.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Who are you updating?''': What is the name of the character you want to update? If you're changing their @name, please say so here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. Advantages''': If you are updating your Advantages, fill out the appropriate categories below with your '''COMPLETE UPDATED ENTRY''' with all the other advantages for that section included. You do not need to include entries you're not updating. So, for example, if the only thing you're updating is Integral advantages, that's all you should fill out below. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Advantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-1. Advantages: Integral'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-2. Advantages: Supporting'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2b. Advantages: Patch Notes''': If you are updating your Advantages, tell us what you are adding, modifying, or removing here. Additionally, if you're applying for a 4/5 Pip Advantage, please explain why you believe this is necessary to enable content you wouldn't otherwise be able to accomplish with a 3 Pip &amp;quot;solves all meaningful problems&amp;quot; Advantage. This is to help people not unnecessarily cut themselves out of fun Advantage space with these extra charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Disadvantages''': If you are updating your Disadvantages, put the '''COMPLETE UPDATED SECTION (Trouble/Flaw/Etc.)''' in the field below. Note that if one or more Disadvantages are being resolved as part of this update, something else must take their place if it would bring the character below the minimum requirement for Disadvantages. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Disadvantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-1. Disadvantages: Trouble'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-2. Disadvantages: Flaw'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-3. Disadvantages: Drawback'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b. Disadvantages: Patch Notes''': If you are updating your Disadvantages, tell us what you are adding, modifying, or removing here.&lt;br /&gt;
&lt;br /&gt;
'''4. Profile Changes''': If you are changing your +finger information (Name, Concept, Profile), put the new fields here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Justification''': What are the reasons for this update? What happened (or what will happen) to justify it? If this is an update application, feel free to leave this blank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Send your completed application to '''mcmush@gmail.com''' with a subject of '''Update Application - Character Name'''. If using gmail, please disable the plain text feature.&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Multiverse_Crisis:Update_Application&amp;diff=17191</id>
		<title>Multiverse Crisis:Update Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Multiverse_Crisis:Update_Application&amp;diff=17191"/>
				<updated>2025-12-29T22:42:47Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: Bezel moved page Update Application to Multiverse Crisis:Update Application without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&lt;br /&gt;
Multiverse Crisis MUSH - Update Application 6.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Who are you updating?''': What is the name of the character you want to update? If you're changing their @name, please say so here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. Advantages''': If you are updating your Advantages, fill out the appropriate categories below with your '''COMPLETE UPDATED ENTRY''' with all the other advantages for that section included. You do not need to include entries you're not updating. So, for example, if the only thing you're updating is Integral advantages, that's all you should fill out below. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Advantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-1. Advantages: Integral'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-2. Advantages: Supporting'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2b. Advantages: Patch Notes''': If you are updating your Advantages, tell us what you are adding, modifying, or removing here. Additionally, if you're applying for a 4/5 Pip Advantage, please explain why you believe this is necessary to enable content you wouldn't otherwise be able to accomplish with a 3 Pip &amp;quot;solves all meaningful problems&amp;quot; Advantage. This is to help people not unnecessarily cut themselves out of fun Advantage space with these extra charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Disadvantages''': If you are updating your Disadvantages, put the '''COMPLETE UPDATED SECTION (Trouble/Flaw/Etc.)''' in the field below. Note that if one or more Disadvantages are being resolved as part of this update, something else must take their place if it would bring the character below the minimum requirement for Disadvantages. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Disadvantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-1. Disadvantages: Trouble'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-2. Disadvantages: Flaw'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-3. Disadvantages: Drawback'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b. Disadvantages: Patch Notes''': If you are updating your Disadvantages, tell us what you are adding, modifying, or removing here.&lt;br /&gt;
&lt;br /&gt;
'''4. Profile Changes''': If you are changing your +finger information (Name, Concept, Profile), put the new fields here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Justification''': What are the reasons for this update? What happened (or what will happen) to justify it? If this is an update application, feel free to leave this blank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Send your completed application to '''mcmush@gmail.com''' with a subject of '''Update Application - Character Name'''. If using gmail, please disable the plain text feature.&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Multiverse_Crisis:Update_Application&amp;diff=17189</id>
		<title>Multiverse Crisis:Update Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Multiverse_Crisis:Update_Application&amp;diff=17189"/>
				<updated>2025-12-29T22:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: Bezel moved page Upgrade Application to Update Application: Nomenclature change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&lt;br /&gt;
Multiverse Crisis MUSH - Update Application 6.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Who are you updating?''': What is the name of the character you want to update? If you're changing their @name, please say so here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. Advantages''': If you are updating your Advantages, fill out the appropriate categories below with your '''COMPLETE UPDATED ENTRY''' with all the other advantages for that section included. You do not need to include entries you're not updating. So, for example, if the only thing you're updating is Integral advantages, that's all you should fill out below. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Advantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-1. Advantages: Integral'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-2. Advantages: Supporting'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2b. Advantages: Patch Notes''': If you are updating your Advantages, tell us what you are adding, modifying, or removing here. Additionally, if you're applying for a 4/5 Pip Advantage, please explain why you believe this is necessary to enable content you wouldn't otherwise be able to accomplish with a 3 Pip &amp;quot;solves all meaningful problems&amp;quot; Advantage. This is to help people not unnecessarily cut themselves out of fun Advantage space with these extra charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Disadvantages''': If you are updating your Disadvantages, put the '''COMPLETE UPDATED SECTION (Trouble/Flaw/Etc.)''' in the field below. Note that if one or more Disadvantages are being resolved as part of this update, something else must take their place if it would bring the character below the minimum requirement for Disadvantages. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Disadvantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-1. Disadvantages: Trouble'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-2. Disadvantages: Flaw'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-3. Disadvantages: Drawback'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b. Disadvantages: Patch Notes''': If you are updating your Disadvantages, tell us what you are adding, modifying, or removing here.&lt;br /&gt;
&lt;br /&gt;
'''4. Profile Changes''': If you are changing your +finger information (Name, Concept, Profile), put the new fields here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Justification''': What are the reasons for this update? What happened (or what will happen) to justify it? If this is an update application, feel free to leave this blank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Send your completed application to '''mcmush@gmail.com''' with a subject of '''Update Application - Character Name'''. If using gmail, please disable the plain text feature.&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Update_Application&amp;diff=17190</id>
		<title>Update Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Update_Application&amp;diff=17190"/>
				<updated>2025-12-29T22:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: Bezel moved page Upgrade Application to Update Application: Nomenclature change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Update Application]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Multiverse_Crisis:Update_Application&amp;diff=17188</id>
		<title>Multiverse Crisis:Update Application</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Multiverse_Crisis:Update_Application&amp;diff=17188"/>
				<updated>2025-12-29T22:40:07Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&lt;br /&gt;
Multiverse Crisis MUSH - Update Application 6.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Who are you updating?''': What is the name of the character you want to update? If you're changing their @name, please say so here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. Advantages''': If you are updating your Advantages, fill out the appropriate categories below with your '''COMPLETE UPDATED ENTRY''' with all the other advantages for that section included. You do not need to include entries you're not updating. So, for example, if the only thing you're updating is Integral advantages, that's all you should fill out below. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Advantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-1. Advantages: Integral'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2-2. Advantages: Supporting'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2b. Advantages: Patch Notes''': If you are updating your Advantages, tell us what you are adding, modifying, or removing here. Additionally, if you're applying for a 4/5 Pip Advantage, please explain why you believe this is necessary to enable content you wouldn't otherwise be able to accomplish with a 3 Pip &amp;quot;solves all meaningful problems&amp;quot; Advantage. This is to help people not unnecessarily cut themselves out of fun Advantage space with these extra charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Disadvantages''': If you are updating your Disadvantages, put the '''COMPLETE UPDATED SECTION (Trouble/Flaw/Etc.)''' in the field below. Note that if one or more Disadvantages are being resolved as part of this update, something else must take their place if it would bring the character below the minimum requirement for Disadvantages. If you need a refresher, refer to: http://multiversemush.com/mw/index.php?title=Disadvantages&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-1. Disadvantages: Trouble'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-2. Disadvantages: Flaw'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3-3. Disadvantages: Drawback'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3b. Disadvantages: Patch Notes''': If you are updating your Disadvantages, tell us what you are adding, modifying, or removing here.&lt;br /&gt;
&lt;br /&gt;
'''4. Profile Changes''': If you are changing your +finger information (Name, Concept, Profile), put the new fields here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Justification''': What are the reasons for this update? What happened (or what will happen) to justify it? If this is an update application, feel free to leave this blank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Send your completed application to '''mcmush@gmail.com''' with a subject of '''Update Application - Character Name'''. If using gmail, please disable the plain text feature.&lt;br /&gt;
[[Category: News File]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16892</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16892"/>
				<updated>2025-04-10T19:30:29Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Splatterhouse: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain defenses, you expend ''Grit''. Each defense will spend as much ''Grit'' as possible, leaving all ''Grit'' it cannot spend.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first ''two'' times you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''40%'' as much damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''3''.&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''1'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
Whenever your attacks deal damage, for each full percentage point less than ''22%'' 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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''2'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
Whenever your attacks deal damage less than ''25%'' 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 ''25%'' of the target's max HP.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have a ''150%'' chance to cost less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you defend, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a ''65%'' chance to gain Drive, which can break your maximum Drive limit, up to a maximum of ''3'' Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
When you are attacked, for every full percentage point less than ''35%'' of your maximum HP the damage dealt, you have a ''30%'' chance to gain Drive, which can break your maximum Drive limit.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a 22% chance to gain cap-breaking Hype.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''2'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; to donate either cap-breaking Hype, Drive, or HP to a target. The maximum you can donate at once is ''4'' Hype, ''20'' Drive, or ''150'' HP. 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''8''/''10'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
While at negative HP, you may continue to continue to attack as normal, but you suffer a ''Major'' penalty to both Precision and Power. Reaching ''0'' Drive instantly defeats you.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
When you are attacked, for each full percentage point less than ''20%'' of your maximum HP the damage dealt, reduce the final damage of the attack by ''5%'', then convert your HP to Fade HP equal to half the original damage reduced. For each full percentage point less than ''15%'' of your maximum HP, reduce the final damage by an additional ''10%''.  If you have no HP remaining to convert to Fade, convert HP to Peril instead.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''95'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16889</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16889"/>
				<updated>2025-02-22T23:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Thousand Cuts: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain defenses, you expend ''Grit''. Each defense will spend as much ''Grit'' as possible, leaving all ''Grit'' it cannot spend.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first ''two'' times you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''40%'' as much damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''3''.&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''1'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
Whenever your attacks deal damage, for each full percentage point less than ''22%'' 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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''2'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
Whenever your attacks deal damage less than ''25%'' 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 ''25%'' of the target's max HP.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have a ''150%'' chance to cost less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you defend, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a ''65%'' chance to gain Drive, which can break your maximum Drive limit, up to a maximum of ''3'' Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
When you are attacked, for every full percentage point less than ''35%'' of your maximum HP the damage dealt, you have a ''30%'' chance to gain Drive, which can break your maximum Drive limit.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a 22% chance to gain cap-breaking Hype.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''2'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; to donate either cap-breaking Hype, Drive, or HP to a target. The maximum you can donate at once is ''4'' Hype, ''20'' Drive, or ''150'' HP. 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''8''/''10'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
While at negative HP, you may continue to continue to attack as normal, but you suffer a ''Major'' penalty to both Precision and Power. Reaching ''0'' Drive instantly defeats you.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
When you are attacked, for each full percentage point less than ''20%'' of your maximum HP the damage dealt, reduce the final damage of the attack by ''5%'', then convert your HP to Fade HP equal to half the original damage reduced. For each full percentage point less than ''15%'' of your maximum HP, reduce the final damage by an additional ''10%''.  If you have no HP remaining to convert to Fade, convert HP to Peril instead.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''95'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16888</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16888"/>
				<updated>2025-02-22T23:05:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Strain and Continuity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
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'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
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'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
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'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
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'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
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::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
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'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
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'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
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The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
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''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
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==Core Concepts==&lt;br /&gt;
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[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
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'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
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'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''&amp;gt;aid &amp;lt;name&amp;gt;/&amp;lt;level&amp;gt;:&amp;lt;stat&amp;gt;''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''sister'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.&lt;br /&gt;
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'''EX: Support Actions:''' Some Archetypes have the ability to further support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
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For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''40'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
&lt;br /&gt;
==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
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When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
&lt;br /&gt;
'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to suck the joy out of building and specializing a character, and should be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&lt;br /&gt;
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'''Own Character Participation:''' We ask that scene-runners refrain from adding their own character to a coded battle against the NPC they are controlling. While technically sound within the csys, further escalating the value of &amp;gt;boss to account for your own PC serves only to diminish the impact and agency of other attendees to your scene, as well as tie up time and focus with what amounts to playing with yourself. If you wish to mechanically represent your character's salient contributions to a battle, rather than take them as assumed, it should suffice to simply join them to the Party, in order to lend their Assist. If you would like greater drama and emphasis to come from the players cooperating with your character, we strongly suggest the use of '''GM commands'''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
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The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
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'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
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While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
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Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
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==Stance on Combat RP==&lt;br /&gt;
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'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
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That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
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In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
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'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
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To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
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The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
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'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
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'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
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'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
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==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/mantle &amp;lt;List ID&amp;gt;/&amp;lt;Individual ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;List ID&amp;gt; references the number seen at the top of the public Armory section.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Individual ID&amp;gt; references the number seen next to the Mantle in the public Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified public Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;aid &amp;lt;Target&amp;gt;/&amp;lt;#&amp;gt;:&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the character you are aiding.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the aid level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; must be either Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
A list of public mantles can be seen with the -&amp;gt; &amp;gt;armory &amp;lt;- command.&lt;br /&gt;
&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Pushes&amp;diff=16887</id>
		<title>Pushes</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Pushes&amp;diff=16887"/>
				<updated>2025-02-22T23:04:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Pushes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pushes=&lt;br /&gt;
Pushes are special actions and modifiers that can be activated by a character in combat by spending their Hype, meant to help represent the wide varieties of abilities, maneuvers, and options a character can have available to them moment-to-moment in combat, and to allow all players a universal amount of control over how their fight plays out, regardless of their character's specific Mantle. All Pushes are available to all characters by default, and may be used at any time.&amp;lt;br&amp;gt;&lt;br /&gt;
Using a Push that doesn't have an instantaneous effect loads it into a queue, where it will activate once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using a Push creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself, only whether it is &amp;quot;small&amp;quot; for spending 1-3 Hype, &amp;quot;big&amp;quot; for spending 4-5 Hype, or &amp;quot;huge&amp;quot; for spending 6 or more Hype. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details.&amp;lt;br&amp;gt;&lt;br /&gt;
It should be noted that, unless attached to an explicit number of effect, all Pushes are inherently self-regulating. Spending Hype on a Push will have a roughly equal effect on any level of attack, meaning that there is no strict need to save up Hype to only utilize Pushes for the largest attacks in a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack:===&lt;br /&gt;
'''Attack I:''' Cost 2 - The damage of your next attack is increased by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack II:''' Cost 4 - The damage of your next attack is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack III:''' Cost 6 - The damage of your next attack is increased by an ''Extreme'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense:===&lt;br /&gt;
'''Defense I:''' Cost 2 - The damage from the next attack you take is reduced by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense II:''' Cost 4 - The damage from the next attack you take is reduced by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense III:''' Cost 6 - The damage from the next attack you take is reduced by an ''Extreme'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Balance:===&lt;br /&gt;
'''Balance I:''' Cost 1 - The damage of your next attack is increased by a ''Moderate'' amount and the damage from the next attack you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Balance II:''' Cost 3 - The damage of your next attack is increased by a ''Significant'' amount and the damage from the next attack you take is reduced by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Balance III:''' Cost 5 - The damage of your next attack is increased by a ''Major'' amount and the damage from the next attack you take is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buff:===&lt;br /&gt;
'''Buff I:''' Cost 2 - You gain a ''Moderate'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff II:''' Cost 4 - You gain a ''Significant'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff III:''' Cost 6 - You gain a ''Superior'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff X:''' Cost 8 - You gain an ''Extreme'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Debuff:===&lt;br /&gt;
'''Debuff I:''' Cost 2 - Your next attack applies a ''Solid'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff II:''' Cost 4 - Your next attack applies a ''Major'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff III:''' Cost 6 - Your next attack applies a ''Massive'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Over Time - Venom:===&lt;br /&gt;
'''Venom I:''' Cost 2 - Your next attack applies ''6 Moderate'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Venom II:''' Cost 4 - Your next attack applies ''6 Solid'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Venom III:''' Cost 6 - Your next attack applies ''6 Significant'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Over Time - Burn:===&lt;br /&gt;
'''Burn I:''' Cost 1 - Your next attack applies ''6 Minor'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Burn II:''' Cost 3 - Your next attack applies ''6 Moderate'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Burn III:''' Cost 5 - Your next attack applies ''6 Solid'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exhaust - Deplete:===&lt;br /&gt;
'''Deplete I:''' Cost 2 - The Drive cost of your opponent's next attack is increased by ''5'' + the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deplete II:''' Cost 4 - The Drive cost of your opponent's next attack is increased by ''10'' + twice the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deplete II:''' Cost 6 - The Drive cost of your opponent's next attack is increased by ''15'' + thrice level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exhaust - Siphon:===&lt;br /&gt;
'''Siphon I:''' Cost 2 - After your attack, your opponent recovers ''7'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Siphon II:''' Cost 4 - After your attack, your opponent recovers ''14'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Siphon III:''' Cost 6 - After your attack, your opponent recovers ''21'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boost:===&lt;br /&gt;
'''Boost I:''' Cost 2 - You instantly gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boost II:''' Cost 4 - You instantly gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boost III:''' Cost 6 - You instantly gain ''15'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recharge:===&lt;br /&gt;
'''Recharge I:''' Cost 1 - You gain ''10'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge II:''' Cost 3 - You gain ''30'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge III:''' Cost 5 - You gain ''50'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge X:''' Cost 8 - You gain a Shield HP bar equal to ''15%'' of your maximum HP if you had none. The bar begins half full. Can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repair:===&lt;br /&gt;
'''Repair I:''' Cost 1 - You convert ''10'' HP to Armor HP. Cannot be used if you have no Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair II:''' Cost 3 - You convert ''30'' HP to Armor HP. Cannot be used if you have no Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair III:''' Cost 5 - You convert ''50'' HP to Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair X:''' Cost 7 - You convert ''70'' HP to Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recover:===&lt;br /&gt;
'''Recover I:''' Cost 2 - Revert ''40'' and ''30'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recover II:''' Cost 4 - Revert ''80'' and ''60'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recover III:''' Cost 6 - Revert ''120'' and ''90'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tear:===&lt;br /&gt;
'''Tear I:''' Cost 1 - Your next attack deals ''Solid'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear II:''' Cost 2 - Your next attack deals ''Major'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear III:''' Cost 3 - Your next attack deals ''Massive'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jolt:===&lt;br /&gt;
'''Jolt I:''' Cost 1 - Your next attack deals ''Moderate'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt II:''' Cost 2 - Your next attack deals ''Significant'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt III:''' Cost 3 - Your next attack deals ''Superior'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cure:===&lt;br /&gt;
'''Cure I:''' Cost 2 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Solid'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''5-10'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''5-10'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cure II:''' Cost 4 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Major'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''10-20'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''10-15'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cure III:''' Cost 6 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Superior'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''20-25'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''15-20'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Break:===&lt;br /&gt;
'''Break I:''' Cost 2 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Moderate'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break II:''' Cost 4 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Significant'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break III:''' Cost 6 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Superior'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace:===&lt;br /&gt;
'''Coup de Grace:''' Cost 5 - Your next attack immediately converts all remaining turns of all Damage Over Time, Debuff, and Exhaust effects on your opponent into damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace X:''' Cost 7 - Your next attack immediately converts all remaining turns of all Damage Over Time, Debuff, and Exhaust effects on your opponent into damage, and consumes all Peril and Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Second Wind:===&lt;br /&gt;
'''Second Wind:''' Cost 8 - After your next attack, you gain Peril HP equal to ''15%'' of your maximum HP. Second Wind can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Second Wind X:''' Cost 10 - After your next attack, you gain Peril HP equal to ''20%'' of your maximum HP. Second Wind can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indomitable:===&lt;br /&gt;
'''Indomitable:''' Cost 8 - After your next attack, you take ''40%'' less damage from the next attack from your target. Cannot be used two turns in a row.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Indomitable X:''' Cost 10 - After your next attack, you take ''45%'' less damage from the next attack from your target. Cannot be used two turns in a row.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Finishing Blow:===&lt;br /&gt;
'''Finishing Blow:''' Cost 10 - Your next attack, so long as it does not result in a Miss, automatically becomes a Critical Hit after its final result is decided, but is somewhat less damaging. If it was already a Critical Hit, it gains a ''Major'' increase in damage instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ultimate Attack:===&lt;br /&gt;
'''Ultimate Attack:''' Cost 10 - Your next attack deals ''50%'' more damage.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16886</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16886"/>
				<updated>2025-02-22T22:43:51Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Archetypes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain defenses, you expend ''Grit''. Each defense will spend as much ''Grit'' as possible, leaving all ''Grit'' it cannot spend.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first ''two'' times you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''40%'' as much damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''3''.&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''1'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
Whenever your attacks deal damage, for each full percentage point less than ''22%'' 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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''2'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
Whenever your attacks deal damage less than ''25%'' 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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have a ''150%'' chance to cost less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you defend, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a ''65%'' chance to gain Drive, which can break your maximum Drive limit, up to a maximum of ''3'' Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
When you are attacked, for every full percentage point less than ''35%'' of your maximum HP the damage dealt, you have a ''30%'' chance to gain Drive, which can break your maximum Drive limit.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a 22% chance to gain cap-breaking Hype.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''2'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; to donate either cap-breaking Hype, Drive, or HP to a target. The maximum you can donate at once is ''4'' Hype, ''20'' Drive, or ''150'' HP. 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''8''/''10'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
While at negative HP, you may continue to continue to attack as normal, but you suffer a ''Major'' penalty to both Precision and Power. Reaching ''0'' Drive instantly defeats you.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
When you are attacked, for each full percentage point less than ''20%'' of your maximum HP the damage dealt, reduce the final damage of the attack by ''5%'', then convert your HP to Fade HP equal to half the original damage reduced. For each full percentage point less than ''15%'' of your maximum HP, reduce the final damage by an additional ''10%''.  If you have no HP remaining to convert to Fade, convert HP to Peril instead.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''95'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16885</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16885"/>
				<updated>2025-02-22T22:42:46Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Signatures: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first ''two'' times you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''40%'' as much damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''3''.&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''1'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
Whenever your attacks deal damage, for each full percentage point less than ''22%'' 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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''2'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
Whenever your attacks deal damage less than ''25%'' 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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have a ''150%'' chance to cost less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you defend, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a ''65%'' chance to gain Drive, which can break your maximum Drive limit, up to a maximum of ''3'' Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
When you are attacked, for every full percentage point less than ''35%'' of your maximum HP the damage dealt, you have a ''30%'' chance to gain Drive, which can break your maximum Drive limit.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a 22% chance to gain cap-breaking Hype.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''2'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; to donate either cap-breaking Hype, Drive, or HP to a target. The maximum you can donate at once is ''4'' Hype, ''20'' Drive, or ''150'' HP. 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''8''/''10'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
While at negative HP, you may continue to continue to attack as normal, but you suffer a ''Major'' penalty to both Precision and Power. Reaching ''0'' Drive instantly defeats you.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
When you are attacked, for each full percentage point less than ''20%'' of your maximum HP the damage dealt, reduce the final damage of the attack by ''5%'', then convert your HP to Fade HP equal to half the original damage reduced. For each full percentage point less than ''15%'' of your maximum HP, reduce the final damage by an additional ''10%''.  If you have no HP remaining to convert to Fade, convert HP to Peril instead.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''95'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16884</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16884"/>
				<updated>2025-02-22T22:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Quirks: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first ''two'' times you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''40%'' as much damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''3''.&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''1'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
Whenever your attacks deal damage, for each full percentage point less than ''22%'' 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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, increase the final damage of the attack by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''2'' and gain a ''50%'' chance to gain Drive.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
Whenever your attacks deal damage less than ''25%'' 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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have a ''150%'' chance to cost less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you defend, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
When you attack, for every full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a ''65%'' chance to gain Drive, which can break your maximum Drive limit, up to a maximum of ''3'' Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
When you are attacked, for every full percentage point less than ''35%'' of your maximum HP the damage dealt, you have a ''30%'' chance to gain Drive, which can break your maximum Drive limit.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
When you attack, for each full percentage point more than ''10%'' of the opponent's maximum HP the damage dealt, you have a 22% chance to gain cap-breaking Hype.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''2'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16883</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16883"/>
				<updated>2025-01-08T18:42:11Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Immortality */&lt;/p&gt;
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=What Advantages Are=&lt;br /&gt;
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The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
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'''Breadth of Advantages:''' The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters who continually accrue new things through play for a long time.&lt;br /&gt;
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'''Narrative impact of Advantages:''' The Advantages system establishes what a character Actually Does on the grid, how central doing them is to the character, and how effective they can expect those things to be in narrative. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers, or measurements.&lt;br /&gt;
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Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.&lt;br /&gt;
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In essence, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.&lt;br /&gt;
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==Advantage Structure==&lt;br /&gt;
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The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent &amp;quot;Advantage power&amp;quot;, but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:&lt;br /&gt;
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●: A one Pip Advantage is a trait, tool, ability, or skill, suitable for solving problems outside the scope of what an average person can handle. The character can expect to successfully deal with minor and moderate challenges, but struggle to deal with serious obstacles with only these Advantages.&lt;br /&gt;
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''Examples of these look like Jotaro's physical strength and toughness, Kamina's swordsmanship, Doctor Strange's medical genius, Kirito's ALO avatar spells, Zuko's lightning redirection ability, Emiya Shirou's reinforcement magecraft, Steve Rogers' firearms training, and similar.''&lt;br /&gt;
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●●: A two Pip Advantage is one of the character's strong points, which allow them to tackle the broad variety of challenges they face with reliable success. The character might be able to get by without these Advantages for a while, but they're valuable and effective tools in their kit.&lt;br /&gt;
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''Examples of these look like Batman's batmobile, Link's secondary gadgets such as the hookshot/mirror shield/hover boots, Captain Picard's phaser, Cloud Strife's Materia magic, Anakin's starfighter piloting, Leon Kennedy's stunt driving, Weiss Schnee's summoning ability, and similar.''&lt;br /&gt;
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●●●: A three Pip Advantage is something iconic, central, and/or defining to the character. These Advantages claim the lion's share of a character's narrative weight, are likely where a character has sunk most of their focus and/or potential, and they would be unrecognizable without them. These can be expected to suffice in any situation where it's reasonable for a PC to succeed with hard work.&lt;br /&gt;
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''Examples of these look like Superman's superhuman physique and flight, Darth Vader's lightsaber skills and Force powers, Goku's martial arts and ki techniques, Saber's Excalibur, Tony Stark's Iron Man suits, Solid Snake's stealth skills, Alucard's immortality, and similar.''&lt;br /&gt;
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None: An Advantage without any Pips is an Incidental Advantage. It has no important function in scenes. It exists as pure flavor, VFX, a neat benefit that doesn't meaningfully translate to an advantage in RP, or something with borderline superfluous utility.&lt;br /&gt;
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''Examples of these look like Sonic's skating skills, John Egbert's absurd inventory mechanics, C3P0's language and diplomacy protocols, Frieza being able to breathe in space, and similar.''&lt;br /&gt;
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4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.&lt;br /&gt;
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''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always &amp;quot;extra&amp;quot;'''; the only new functionality they enable is self-starting, out of scope ideas.''&lt;br /&gt;
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''Examples of these look like the Incredible Hulk's strength, the Flash's speed, Wolverine's regeneration, Rock Lee's taijutsu, Megaman's mega buster, and similar.''&lt;br /&gt;
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All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.&lt;br /&gt;
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A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.&lt;br /&gt;
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It costs '''2''' Pips to push an Advantage above ●●●, and another '''2''' above ●●●●.  No more than '''8''' Pips can be spent pushing any Advantages above ●●●. In practice, this means that if a character has any ●●●● or ●●●●● Advantages at all, the maximum is 5/5, 5/4/4, or 4/4/4/4.&lt;br /&gt;
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A character with fewer Advantages, who doesn't spend all of their Pips, can convert the rest to ''Vanity Pips''. As per their name, Vanity Pips don't do anything concrete, but they highlight and emphasize which Advantages matter most, and should be given some extra spotlight where possible. Any Advantage can have any number of Vanity Pips, which don't cost extra above ●●●.&lt;br /&gt;
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In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing [[Advantages#Rules on Trappings|Advantage trappings]], but otherwise, the player can write whatever they like.&lt;br /&gt;
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Characters may also elect to use a small number of pre-written Advantages of generally minor or factionally aligned distinction, called Sub-Advantages, using a separate pool of '''4''' Pips, which may be increased slightly in the same way. The list of available Sub-Advantages is available further down.&lt;br /&gt;
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==Applying for Advantages==&lt;br /&gt;
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All Advantages should also be organized into thematically related groups, labeled with a header. This can include its own flavor or fluff text, but at bare minimum, it needs a title. You can group Advantages however you like, but don't leave loose Advantages scattered around the section on their own, or Advantages without trappings.&lt;br /&gt;
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Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.&lt;br /&gt;
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Trappings should '''not use theme-specific jargon'''. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.&lt;br /&gt;
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Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
If an Advantage name ends with an extender ('''Advantage - Category''') then you need to name what it applies to. The same Advantage may be bought multiple times with different categories. Other Advantages cannot; ''please don't add category extenders to Advantages that don't have them''.&lt;br /&gt;
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An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
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Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.&lt;br /&gt;
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=Advantage Formatting=&lt;br /&gt;
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A complete Advantage grouping looks like:&lt;br /&gt;
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Black Magic:&lt;br /&gt;
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Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
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Combat Options***(*): Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.&lt;br /&gt;
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Debilitation**: In addition to damage, Black Mage can use the elements to weaken and hinder foes, such as lingering burns with fire, slowing cold auras with ice, brief stuns with lightning, etc.&lt;br /&gt;
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Field Shaping*: (Combat Options***:) Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.&lt;br /&gt;
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'''''Use this formatting'''''. Character generation is mostly processed automatically, and making up your own special formatting breaks the code unless we meticulously edit it by hand.&lt;br /&gt;
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As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.&lt;br /&gt;
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==Minimum Expectation==&lt;br /&gt;
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When filling out your Advantages section, '''carefully read the entry for any Advantages you choose''', and '''fulfill their requirements''' (if any). Applications with Advantages that fail to clearly meet any inherent requirements will be sent back for revisions with ''pretty much just a direct pointer to the requirements being flubbed''. Since the minimum rules are right next to the Advantage's own name, staff aren't expected to reiterate and reexplain basic rules in every reply to every email. Staff offers detailed help for issues that aren't explicitly or implicitly pre-explained by these rules.&lt;br /&gt;
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==Non-Advantages==&lt;br /&gt;
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Some staple fictional powers don't appear in the Advantage list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broad thematic with a number of possible functions, and those functions themselves are the Advantages, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&lt;br /&gt;
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Access to things that anyone should be able to get, or which just don't ever matter, is also beneath the Advantage system. Nobody needs an Advantage to have a car, own a place to live, or carry tools a civilian could legally acquire.&lt;br /&gt;
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==Redundant Advantages==&lt;br /&gt;
Advantages are concerned only with what the character does as a whole, and so they naturally compress otherwise extensive lists of powers or items into single entries that represent all of them. If it's difficult to group conceptually related Advantages without up bringing an Advantage you already have, you can reference it as a Redundant Advantage, which can be repeated '''at the same Pip rating or lower''' at no cost. For example, if a character has a grouping all about their personal combat tech with Combat Options to represent their firearms, and then a grouping all about their battle mecha, it's acceptable to repeat the Combat Options Advantage (in parenthesis) if they want the mecha entry to reference it having a pile of mecha firearms.&lt;br /&gt;
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As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.&lt;br /&gt;
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=Advantages A-K=&lt;br /&gt;
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'''Advantages A-K'''&lt;br /&gt;
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! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted. They are generally resistant or immune to both ordinary damage coming from the environment, and other health or safety risks posed by it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not perfect suitability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc. In some cases, '''Toughness''' or '''Resistance''' may allow a character to survive a danger in the environment that they otherwise couldn't, due to their heightened ability to handle damage, though the ability to handle damage won't eliminate the overall threat of hazardous environments. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Arsenal - Melee''' strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Arsenal - Ranged''' can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Control Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is immune to being subjected to mind-altering effects. This can be a result of incredible willpower, psychic insulation technology, etc. This advantage is distinct from Reading Immunity and Intrusion Immunity in that it prevents the user from being controlled or altered, but not mind reading as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-altering effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy &amp;quot;do not have Advantages&amp;quot;, a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a strong resilience to all mind control and equivalent effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character would possess both this Advantage and '''Reading Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Increases number of possible Contracts and how many pips of Advantages are shared.&amp;lt;br&amp;gt;Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Healing'' at ●● or higher. Only one Credit may be claimed between Cure and Healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that &amp;quot;fails the save&amp;quot; is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', '''Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.&amp;lt;br&amp;gt;&lt;br /&gt;
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The complete, dictatory hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten &amp;quot;for free&amp;quot; with this Advantage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Cure''' at ●● or higher. Only one Credit may be claimed between Healing and Cure.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●. Minimum ●●● for obtaining information about things one or more scenes in advance. Maximum ●●●. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible immortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Regeneration''' at ●● or higher. Only one Credit may be claimed between Immunize and Regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or &amp;quot;remove from combat&amp;quot; conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&amp;amp;D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be &amp;quot;unattackable&amp;quot; is automatically susceptible to all attacks the character usually is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; objects. The physical characteristics, like density or weight, don't matter narratively.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible primarily for the purposes of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are likely more appropriate.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard &amp;quot;opt out&amp;quot; of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; inflicted by mental influences, using specialized '''Cure''' or '''Immunize''' instead of needing this Advantage. These other Advantages never reject the primary effects of things like '''Mind Control''', '''Mind Reading''', or '''Mental Intrusion''', but may be justified in healing harmful madness, trauma, delusions, etc. Furthermore, characters who have an immunity or especially strong resistance to having their thoughts controlled or altered, or read in some way, would want to opt for '''Control Immunity''' or '''Reading Immunity''' instead. The Advantages are intentionally there to be more affordable ways of representing a character with special mental resilience; most characters will not require the fully costed blanket package. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:'''  Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.&lt;br /&gt;
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= Advantages M-W =&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing  or editing memories.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to make use of the Advantages of another character or the attributes and abilities of another target, in some form or imitation. Because Power Copying is an Advantage that can be almost any other Advantage, the full details of [[Power Copy|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Power Copy - Derivative is always ●●● and Power Copy - Mirror is always ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●● for power Copy - Derivative, ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever &amp;quot;not being used&amp;quot;. Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Reading Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to block out attempts to read their mind, directly or by similar dictatorial means of information gathering about their thoughts. This advantage is distinct from Control Immunity and Intrusion Immunity in that it prevents the user from having their minds read, but not being controlled or mentally altered as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-reading effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy &amp;quot;do not have Advantages&amp;quot;, a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a serious obfuscation to various mind reading and equivalent effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character would possess both this Advantage and '''Control Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Immunize''' at ●● or higher. Only one Credit may be claimed between Regeneration and Immunize.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing. The criteria should ideally be clean and easy to judge, so that the distinction is quickly apparent and simple to both GM and roleplay around.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Resurrection is always ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. The target cannot be brought back to life by any means, including fiats of plot, or powers that aren't technically either Immortality or Resurrection. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill  NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Skeleton Catch is not in of itself a mechanism of killing things. It doesn't pierce '''Toughness''', negate '''Regeneration''', or otherwise factor into how easy it is to kill a target; you still require the means to finish them off first, such as '''Combat Options''' or '''Weapon Mastery'''. If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''Related:''' To get around places really well, rather than just really fast, use '''Mobility'''. If the character only has some sort of super fast defense, see '''Defensive Paradigm''' for things like precognitive dodging or parrying bullets.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively &amp;quot;doubling their attendance&amp;quot;. This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers &amp;quot;doing things stealthily&amp;quot; as a whole, rather than just moving around unnoticed.  Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of '''Invisibility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of &amp;quot;flash step&amp;quot; or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much &amp;quot;being further along the line&amp;quot; matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the &amp;quot;super fast&amp;quot; adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures  and Homura Akemi from Puella Magi Madoka, are credible examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Time Stop, ●● for ●● Time Stop, ●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply &amp;quot;be invisible&amp;quot; for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just happen to have a lot of spare blood and are good at ignoring pain, what matters is that they have significantly greater metaphorical HP, and can take a lot more damage before falling.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength. This may render lesser attacks largely or completely ineffective, but most of the strength of rating goes into not falling over when hit with what would be large amounts of damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To be &amp;quot;too tough&amp;quot; to suffer ambient conditions or hazards, the character needs '''Adaptation'''. For powerful or full protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. These Advantages are typically better at mitigating or negating damage, and less applicable to taking it.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
Advantages with - Categories are bounded to a maximum limit of what they can contain in one Advantage. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Advantages like Resistance - Everything. To help judge acceptable categories at a glance, we've listed a number of examples below. These are not complete entries. The categories themselves are valid, but the contents aren't trappings. Don't copypaste the whole thing.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;). It's worth noting that this kind of Immortality is easy to accidentally undershoot, and may sometimes be affected by other Advantages. If the character would perish from falling into a lava trap, they certainly don't have Immortality ●●● of this kind.&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory. These are necessary to make sure Advantages do what they say, and not accidentally something else.&lt;br /&gt;
&lt;br /&gt;
===Jargonization===&lt;br /&gt;
Advantage trappings must be understandable even to players with no knowledge of the character's source media. Any special terms and theme jargon appearing in Advantages must be (briefly) explained, or made implicitly clear what they are (ex. &amp;quot;Shinra Inc.&amp;quot; is clearly a fictional corporation, but &amp;quot;Shinra&amp;quot; is not), including ordinary words used as proper nouns by the theme (ex. a Meister, a Doll, a Dragon, the Filth, the Flood, the Warp, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
Words that are conspicuously capitalized as proper nouns ''will be assumed to be theme jargon, and require explanation''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
&lt;br /&gt;
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing &amp;quot;conceptual&amp;quot; language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.&lt;br /&gt;
 &lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
&lt;br /&gt;
For the same sake of Advantage clarity, using “etc.”, “and so forth”, and other thought extenders, should only be done in the context of a tight grouping of examples that obviously relate.&lt;br /&gt;
&lt;br /&gt;
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.&lt;br /&gt;
&lt;br /&gt;
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
&lt;br /&gt;
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
&lt;br /&gt;
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane and fun, there are a few universal rules that Advantages must abide by.&lt;br /&gt;
&lt;br /&gt;
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&lt;br /&gt;
&lt;br /&gt;
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''Intensity of Effect:''' Almost no Advantages are absolute. When someone “attempts to do a thing to you”, it's preferable for “something to happen” rather than “nothing to happen”, but we leave specifics to the affected player. Transparently, there isn't, and shouldn't be, any way to enforce through rules that Avada Kedavara automatically kills any target, or an Exalted Perfect Defense automatically negates any attack.&lt;br /&gt;
&lt;br /&gt;
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.&lt;br /&gt;
&lt;br /&gt;
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.&lt;br /&gt;
&lt;br /&gt;
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.&lt;br /&gt;
&lt;br /&gt;
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of &amp;quot;okay, ''now'' this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anti-Consequence Advantages:''' Advantages that exist to prevent other characters from being able to affect their desired target, or generally do things to the scene, are not permitted on grounds of being dictatory and/or anti-RP. An easy example of this is the barrier field magic from the Lyrical Nanoha series, which shunts combatants to a dimensional space where they cannot affect the real world.&lt;br /&gt;
&lt;br /&gt;
'''Implicit Limitations:''' Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Combat Options, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under a Combat Options Advantage for the others.&lt;br /&gt;
&lt;br /&gt;
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Sub-Advantages=&lt;br /&gt;
A Sub-Advantage is a specific, pre-written example of a possible Advantage which is distinguished by being some combination of common, flavorful, limited, low-key, and generally harmless, but which is often in demand. These types of Advantages have non-Incidental utility, but are usually both low priority and nearly unavoidable to many characters, especially FCs. By designating them as Sub-Advantages, MCM offers a very small pool of surplus Pips to essentially subsidize Advantages that we really just don't mind letting people have in moderation, so that players can spare that bit of extra space for things they're more enthusiastic about.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, there are some Sub-Advantages which are available exclusively to characters in certain factions. These Sub-Advantages tend to be narrower and closer to &amp;quot;real&amp;quot; Advantages, because they exist to enable a character to more easily participate in things they'll often encounter when acting in a faction's interests. In other words, they're there so that a Watch character can participate in covert activity RP or a Paladins character can participate in civilian support RP without having to skew their Advantage budget just to fit in.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In addition to their full set of Advantages, characters are allowed up to '''4''' Pips of Sub-Advantages, or '''6''' Pips if they have an optional Flaw. Overall, Sub-Advantages are not subject to normal Advantage structure. There is ''no minimum'' to the number of Sub-Advantages, nor is there a maximum of certain ratings. Different Sub-Advantages can be taken multiple times ''even if their root Advantage overlaps'' with each other, or with real Advantages already purchased by the character, so long as they have a different category extender. Sub-Advantages ''do not count Credits or Surcharges'', nor do they count against ''any maximums or minimums'' for any of the character's other Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sub-Advantages ''cannot be customized; '''they are picked from the list as-is'''''. Since Sub-Advantages are universally the same, they don't include the trappings on the character's sheet; the player should only enter the name and rating. Multiple instances of the same root Advantage may simply list their category extenders in sequence, separated by commas. This saves players space on trappings they don't have to specify. Otherwise, Sub-Advantages are added to a character application just like normal Advantages, including their ratings,  differing only by not needing trappings.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Sub-Advantages'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation - Common Terrestrial●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to endure common terrestrial extremes, such as desert heat and cold, and middling undersea pressures. Includes the ability to filter mildly toxic atmosphere and breathe underwater. Essentially covers earth-like environmental hazards that could be handled by a prepared adventurer.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation - Space●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to endure zero atmosphere conditions, moderately dangerous gravity or pressure, and interplanetary radiation. Includes the ability to breathe in airless environments.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Hellsing Special●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to produce, once per scene, the vulnerability of any present monster, provided that it could have plausibly been studied, observed, or sourced from locals or recorded material, at a prior point in time, without involving major risk or expertise. Means to circumvent immortality that could be bypassed by Skeleton Catch rated no higher than 1 is explicitly considered a vulnerability for this purpose. This ability can always be used to at least find a useful tool to help in handling non-player monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buff - Party●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to mildly boost the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to make one's self understood to others with whom they do not share a language, as well as understand others regardless of language barriers. Applies to written language as well.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - Party●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to remove mild impediments to the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise - Worker●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to quickly or instantly change into replacement clothes and believably impersonate the low-level personnel of fairly secure locations.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods - Rebel●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jimmy locks, acquire passwords, and otherwise bypass basic security measures, to gain entry-level access to secure locations, equivalent to a skilled amateur or self-taught guerilla.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Auditory●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to hear with great sensitivity and detail. Examples are listening to conversations through walls, clearly hearing small movements at a moderate distance, and picking up sounds mildly outside the human range of hearing.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Magic●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to sense the presence of magical energies, determine whether an object is enchanted or magical in some way, and pinpoint where spells are being cast, or have recently been cast, nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Olfactory●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to clearly identify individual scents and tastes amongst others, to identify the presence of poisons without inhaling or consuming lethal quantities so long as they aren't tasteless and odorless, and to identify or track others by scent at a medium distance or with a reasonably recent trail.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Visual●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to perceive things moderately far away in telescopic sight, nearby things as if through a magnifying glass, and see clearly at night and in conditions no worse than moderate fog.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to access and manipulate without authorization machines of low to middling complexity and security, equivalent to a skilled amateur or self-taught black hat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Computers●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to find evidence of forced entry, operate unfamiliar systems, analyze programming, and track someone by their internet activity.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Law and Customs●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to generally navigate the legal frameworks and various traditions of the multitude of worlds within Sector Zero. Encompasses both things like understanding individual rights and how to interact with local authorities, and things such as broader navigation of local bureaucracy and getting in touch with important figures.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Occult●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to identify common to uncommon supernatural phenomena and entities, know favored items to negotiate with or repel said entities, intuit meaningful information present in mythic and occult allusions, and decode ciphers or symbolism in arcane or esoteric texts.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Tactics●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to anticipate or arrange ambushes, reasonably accurately interpret an organized or predictable enemy's movements ahead of time, read into goals and strategies through a group's actions, identify naturally defensible positions, and draft effective strategies for engaging known foes.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Improvised●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jury rig functionality back into devices of light to middling complexity for a single action's worth of usage, after which the device breaks again.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Improvised●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jury rig functionality back into devices of simple to middling complexity for a single scene's worth of usage, or, to jury rig functionality back into devices of middling to high complexity for a single action's worth of usage, after which the device breaks again, and cannot be jury rigged again.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing - Gadgets●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to surveil distant areas with better than store-bought drones, cameras, microphones, and motion sensors, as well as to efficiently monitor them with little of one's attention, and to identify ideal spots to place them.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth - Hunter●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to hide in unpopulated settings to a modest degree. Blending in with the environment, moving quietly, minimizing one's profile, and effectively lying in wait.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth - Rebel●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to infiltrate to a modest degree. Going unseen by moving from cover to cover, blending with small groups, keeping a low profile and avoiding drawing attention to one's self.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Concord'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's many contracting, logistics, and acquisitions specialists can provide large scale backing to groups who are willing to support the Concord's interests. The nature of backing provided is tailored to be within the realm of the Concord negotiator's familiarity, and these contracts can only be negotiated with NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace - Concord●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord provides various portable containment devices to safely transport excessively large, fragile, or hazardous acquisitions in a space no larger than a briefcase, which are secured to only open for the designated carrier and have nearly bottomless carrying capacity. Also provided are miniaturized or space-enhanced upgrades or versions of their equipment to multiply the user's carrying capacity.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's elite outfitters provide numerous wearable and discreet technological and magical mobility options to promote client safety and efficiency, analogous to classic super thief or special operative gadgets.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's DORADO BLACK Card provides a universally usable and astoundingly high credit limit that magically and technologically enforces itself.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} A personal staff of suits, toughs, personal assistants, chauffeur, etc. It is an executive entourage customized to support the client's strengths.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Paladins'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in Paladins SITREP to break down the relationships and dynamics of the figures and factions of a given locale, describing the potential humanitarian and political effects of their efforts, and identify major obstacles to them.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in humanitarian specialists equipped to assess and eliminate public health hazards such as diseases and poisoning, treat chronic health issues, and engage in first response to debilitating traumas like gas exposure or hypothermia.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in an ERT with a general-purpose healing kit that allows them to administer medical treatments to most common life forms in the Multiverse.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Paladins●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in an emergency reconstruction team with tools and materials to quickly assess and rebuild damaged civilian-grade infrastructure back to a minimum functional level.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} A unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror their commander's combat and personal abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Watch'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction - Watch●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on a covert cleaner belonging to the Watch, who will sterilize scenes, dispose of evidence, and erase records and logs of one's activities, so long as there is a safe and unsecured route to and from the site.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on local Watch assets and sympathizers to leave back doors open, disable security systems, get a set of janitor's keys, cut power lines, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on local Watch assets and sympathizers to alter the landscape of an area in subtly convenient ways. Trucks backed out of alleys at convenient moments, highways clogged by big rig truckers, trains delayed or accelerated, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on the Watch's network of informants and mission organizers to find people in need, get information about their current enemies and problems, and guidance in reaching secure objectives or performing clandestine activities regarding a major enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Support from fellow cells of the Watch. A disorganized and mismatched rabble composed of individual members of Watch sub-organizations, themed according to current faction composition.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16882</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16882"/>
				<updated>2025-01-08T18:41:00Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Advantages A-K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''Breadth of Advantages:''' The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters who continually accrue new things through play for a long time.&lt;br /&gt;
&lt;br /&gt;
'''Narrative impact of Advantages:''' The Advantages system establishes what a character Actually Does on the grid, how central doing them is to the character, and how effective they can expect those things to be in narrative. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers, or measurements.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.&lt;br /&gt;
&lt;br /&gt;
In essence, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent &amp;quot;Advantage power&amp;quot;, but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:&lt;br /&gt;
 &lt;br /&gt;
●: A one Pip Advantage is a trait, tool, ability, or skill, suitable for solving problems outside the scope of what an average person can handle. The character can expect to successfully deal with minor and moderate challenges, but struggle to deal with serious obstacles with only these Advantages.&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like Jotaro's physical strength and toughness, Kamina's swordsmanship, Doctor Strange's medical genius, Kirito's ALO avatar spells, Zuko's lightning redirection ability, Emiya Shirou's reinforcement magecraft, Steve Rogers' firearms training, and similar.''&lt;br /&gt;
&lt;br /&gt;
●●: A two Pip Advantage is one of the character's strong points, which allow them to tackle the broad variety of challenges they face with reliable success. The character might be able to get by without these Advantages for a while, but they're valuable and effective tools in their kit.&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like Batman's batmobile, Link's secondary gadgets such as the hookshot/mirror shield/hover boots, Captain Picard's phaser, Cloud Strife's Materia magic, Anakin's starfighter piloting, Leon Kennedy's stunt driving, Weiss Schnee's summoning ability, and similar.''&lt;br /&gt;
&lt;br /&gt;
●●●: A three Pip Advantage is something iconic, central, and/or defining to the character. These Advantages claim the lion's share of a character's narrative weight, are likely where a character has sunk most of their focus and/or potential, and they would be unrecognizable without them. These can be expected to suffice in any situation where it's reasonable for a PC to succeed with hard work.&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like Superman's superhuman physique and flight, Darth Vader's lightsaber skills and Force powers, Goku's martial arts and ki techniques, Saber's Excalibur, Tony Stark's Iron Man suits, Solid Snake's stealth skills, Alucard's immortality, and similar.''&lt;br /&gt;
&lt;br /&gt;
None: An Advantage without any Pips is an Incidental Advantage. It has no important function in scenes. It exists as pure flavor, VFX, a neat benefit that doesn't meaningfully translate to an advantage in RP, or something with borderline superfluous utility.&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like Sonic's skating skills, John Egbert's absurd inventory mechanics, C3P0's language and diplomacy protocols, Frieza being able to breathe in space, and similar.''&lt;br /&gt;
&lt;br /&gt;
4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.&lt;br /&gt;
&lt;br /&gt;
''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always &amp;quot;extra&amp;quot;'''; the only new functionality they enable is self-starting, out of scope ideas.''&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like the Incredible Hulk's strength, the Flash's speed, Wolverine's regeneration, Rock Lee's taijutsu, Megaman's mega buster, and similar.''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.&lt;br /&gt;
&lt;br /&gt;
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.&lt;br /&gt;
&lt;br /&gt;
It costs '''2''' Pips to push an Advantage above ●●●, and another '''2''' above ●●●●.  No more than '''8''' Pips can be spent pushing any Advantages above ●●●. In practice, this means that if a character has any ●●●● or ●●●●● Advantages at all, the maximum is 5/5, 5/4/4, or 4/4/4/4.&lt;br /&gt;
&lt;br /&gt;
A character with fewer Advantages, who doesn't spend all of their Pips, can convert the rest to ''Vanity Pips''. As per their name, Vanity Pips don't do anything concrete, but they highlight and emphasize which Advantages matter most, and should be given some extra spotlight where possible. Any Advantage can have any number of Vanity Pips, which don't cost extra above ●●●.&lt;br /&gt;
&lt;br /&gt;
In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing [[Advantages#Rules on Trappings|Advantage trappings]], but otherwise, the player can write whatever they like.&lt;br /&gt;
&lt;br /&gt;
Characters may also elect to use a small number of pre-written Advantages of generally minor or factionally aligned distinction, called Sub-Advantages, using a separate pool of '''4''' Pips, which may be increased slightly in the same way. The list of available Sub-Advantages is available further down.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
&lt;br /&gt;
All Advantages should also be organized into thematically related groups, labeled with a header. This can include its own flavor or fluff text, but at bare minimum, it needs a title. You can group Advantages however you like, but don't leave loose Advantages scattered around the section on their own, or Advantages without trappings.&lt;br /&gt;
&lt;br /&gt;
Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.&lt;br /&gt;
&lt;br /&gt;
Trappings should '''not use theme-specific jargon'''. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.&lt;br /&gt;
&lt;br /&gt;
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
If an Advantage name ends with an extender ('''Advantage - Category''') then you need to name what it applies to. The same Advantage may be bought multiple times with different categories. Other Advantages cannot; ''please don't add category extenders to Advantages that don't have them''.&lt;br /&gt;
&lt;br /&gt;
An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.&lt;br /&gt;
&lt;br /&gt;
=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
Combat Options***(*): Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.&lt;br /&gt;
&lt;br /&gt;
Debilitation**: In addition to damage, Black Mage can use the elements to weaken and hinder foes, such as lingering burns with fire, slowing cold auras with ice, brief stuns with lightning, etc.&lt;br /&gt;
&lt;br /&gt;
Field Shaping*: (Combat Options***:) Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.&lt;br /&gt;
 &lt;br /&gt;
'''''Use this formatting'''''. Character generation is mostly processed automatically, and making up your own special formatting breaks the code unless we meticulously edit it by hand.&lt;br /&gt;
&lt;br /&gt;
As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.&lt;br /&gt;
 &lt;br /&gt;
==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
When filling out your Advantages section, '''carefully read the entry for any Advantages you choose''', and '''fulfill their requirements''' (if any). Applications with Advantages that fail to clearly meet any inherent requirements will be sent back for revisions with ''pretty much just a direct pointer to the requirements being flubbed''. Since the minimum rules are right next to the Advantage's own name, staff aren't expected to reiterate and reexplain basic rules in every reply to every email. Staff offers detailed help for issues that aren't explicitly or implicitly pre-explained by these rules.&lt;br /&gt;
&lt;br /&gt;
==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
Some staple fictional powers don't appear in the Advantage list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broad thematic with a number of possible functions, and those functions themselves are the Advantages, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&lt;br /&gt;
&lt;br /&gt;
Access to things that anyone should be able to get, or which just don't ever matter, is also beneath the Advantage system. Nobody needs an Advantage to have a car, own a place to live, or carry tools a civilian could legally acquire.&lt;br /&gt;
&lt;br /&gt;
==Redundant Advantages==&lt;br /&gt;
Advantages are concerned only with what the character does as a whole, and so they naturally compress otherwise extensive lists of powers or items into single entries that represent all of them. If it's difficult to group conceptually related Advantages without up bringing an Advantage you already have, you can reference it as a Redundant Advantage, which can be repeated '''at the same Pip rating or lower''' at no cost. For example, if a character has a grouping all about their personal combat tech with Combat Options to represent their firearms, and then a grouping all about their battle mecha, it's acceptable to repeat the Combat Options Advantage (in parenthesis) if they want the mecha entry to reference it having a pile of mecha firearms.&lt;br /&gt;
&lt;br /&gt;
As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.&lt;br /&gt;
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=Advantages A-K=&lt;br /&gt;
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'''Advantages A-K'''&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted. They are generally resistant or immune to both ordinary damage coming from the environment, and other health or safety risks posed by it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not perfect suitability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc. In some cases, '''Toughness''' or '''Resistance''' may allow a character to survive a danger in the environment that they otherwise couldn't, due to their heightened ability to handle damage, though the ability to handle damage won't eliminate the overall threat of hazardous environments. &lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Melee''' strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Ranged''' can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Control Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is immune to being subjected to mind-altering effects. This can be a result of incredible willpower, psychic insulation technology, etc. This advantage is distinct from Reading Immunity and Intrusion Immunity in that it prevents the user from being controlled or altered, but not mind reading as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-altering effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy &amp;quot;do not have Advantages&amp;quot;, a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a strong resilience to all mind control and equivalent effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character would possess both this Advantage and '''Reading Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Increases number of possible Contracts and how many pips of Advantages are shared.&amp;lt;br&amp;gt;Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Healing'' at ●● or higher. Only one Credit may be claimed between Cure and Healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that &amp;quot;fails the save&amp;quot; is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', '''Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.&amp;lt;br&amp;gt;&lt;br /&gt;
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The complete, dictatory hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten &amp;quot;for free&amp;quot; with this Advantage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Cure''' at ●● or higher. Only one Credit may be claimed between Healing and Cure.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●. Minimum ●●● for obtaining information about things one or more scenes in advance. Maximum ●●●. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible immortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Regeneration''' at ●● or higher. Only one Credit may be claimed between Immunize and Regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or &amp;quot;remove from combat&amp;quot; conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&amp;amp;D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be &amp;quot;unattackable&amp;quot; is automatically susceptible to all attacks the character usually is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; objects. The physical characteristics, like density or weight, don't matter narratively.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible primarily for the purposes of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are likely more appropriate.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard &amp;quot;opt out&amp;quot; of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; inflicted by mental influences, using specialized '''Cure''' or '''Immunize''' instead of needing this Advantage. These other Advantages never reject the primary effects of things like '''Mind Control''', '''Mind Reading''', or '''Mental Intrusion''', but may be justified in healing harmful madness, trauma, delusions, etc. Furthermore, characters who have an immunity or especially strong resistance to having their thoughts controlled or altered, or read in some way, would want to opt for '''Control Immunity''' or '''Reading Immunity''' instead. The Advantages are intentionally there to be more affordable ways of representing a character with special mental resilience; most characters will not require the fully costed blanket package. &lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:'''  Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Advantages M-W =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing  or editing memories.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to make use of the Advantages of another character or the attributes and abilities of another target, in some form or imitation. Because Power Copying is an Advantage that can be almost any other Advantage, the full details of [[Power Copy|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Power Copy - Derivative is always ●●● and Power Copy - Mirror is always ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●● for power Copy - Derivative, ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever &amp;quot;not being used&amp;quot;. Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Reading Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to block out attempts to read their mind, directly or by similar dictatorial means of information gathering about their thoughts. This advantage is distinct from Control Immunity and Intrusion Immunity in that it prevents the user from having their minds read, but not being controlled or mentally altered as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-reading effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy &amp;quot;do not have Advantages&amp;quot;, a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a serious obfuscation to various mind reading and equivalent effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character would possess both this Advantage and '''Control Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Immunize''' at ●● or higher. Only one Credit may be claimed between Regeneration and Immunize.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing. The criteria should ideally be clean and easy to judge, so that the distinction is quickly apparent and simple to both GM and roleplay around.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Resurrection is always ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. The target cannot be brought back to life by any means, including fiats of plot, or powers that aren't technically either Immortality or Resurrection. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill  NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Skeleton Catch is not in of itself a mechanism of killing things. It doesn't pierce '''Toughness''', negate '''Regeneration''', or otherwise factor into how easy it is to kill a target; you still require the means to finish them off first, such as '''Combat Options''' or '''Weapon Mastery'''. If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''Related:''' To get around places really well, rather than just really fast, use '''Mobility'''. If the character only has some sort of super fast defense, see '''Defensive Paradigm''' for things like precognitive dodging or parrying bullets.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively &amp;quot;doubling their attendance&amp;quot;. This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers &amp;quot;doing things stealthily&amp;quot; as a whole, rather than just moving around unnoticed.  Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of '''Invisibility'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of &amp;quot;flash step&amp;quot; or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much &amp;quot;being further along the line&amp;quot; matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the &amp;quot;super fast&amp;quot; adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures  and Homura Akemi from Puella Magi Madoka, are credible examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Time Stop, ●● for ●● Time Stop, ●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply &amp;quot;be invisible&amp;quot; for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just happen to have a lot of spare blood and are good at ignoring pain, what matters is that they have significantly greater metaphorical HP, and can take a lot more damage before falling.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength. This may render lesser attacks largely or completely ineffective, but most of the strength of rating goes into not falling over when hit with what would be large amounts of damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To be &amp;quot;too tough&amp;quot; to suffer ambient conditions or hazards, the character needs '''Adaptation'''. For powerful or full protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. These Advantages are typically better at mitigating or negating damage, and less applicable to taking it.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
Advantages with - Categories are bounded to a maximum limit of what they can contain in one Advantage. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Advantages like Resistance - Everything. To help judge acceptable categories at a glance, we've listed a number of examples below. These are not complete entries. The categories themselves are valid, but the contents aren't trappings. Don't copypaste the whole thing.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;). It's worth noting that this kind of Immortality is easy to accidentally undershoot, and may sometimes be affected by other Advantages. If the character would perish from falling into a lava trap, they certainly don't have Immortality ●●● of this kind.&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory. These are necessary to make sure Advantages do what they say, and not accidentally something else.&lt;br /&gt;
&lt;br /&gt;
===Jargonization===&lt;br /&gt;
Advantage trappings must be understandable even to players with no knowledge of the character's source media. Any special terms and theme jargon appearing in Advantages must be (briefly) explained, or made implicitly clear what they are (ex. &amp;quot;Shinra Inc.&amp;quot; is clearly a fictional corporation, but &amp;quot;Shinra&amp;quot; is not), including ordinary words used as proper nouns by the theme (ex. a Meister, a Doll, a Dragon, the Filth, the Flood, the Warp, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
Words that are conspicuously capitalized as proper nouns ''will be assumed to be theme jargon, and require explanation''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
&lt;br /&gt;
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing &amp;quot;conceptual&amp;quot; language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.&lt;br /&gt;
 &lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
&lt;br /&gt;
For the same sake of Advantage clarity, using “etc.”, “and so forth”, and other thought extenders, should only be done in the context of a tight grouping of examples that obviously relate.&lt;br /&gt;
&lt;br /&gt;
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.&lt;br /&gt;
&lt;br /&gt;
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
&lt;br /&gt;
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
&lt;br /&gt;
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane and fun, there are a few universal rules that Advantages must abide by.&lt;br /&gt;
&lt;br /&gt;
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&lt;br /&gt;
&lt;br /&gt;
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''Intensity of Effect:''' Almost no Advantages are absolute. When someone “attempts to do a thing to you”, it's preferable for “something to happen” rather than “nothing to happen”, but we leave specifics to the affected player. Transparently, there isn't, and shouldn't be, any way to enforce through rules that Avada Kedavara automatically kills any target, or an Exalted Perfect Defense automatically negates any attack.&lt;br /&gt;
&lt;br /&gt;
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.&lt;br /&gt;
&lt;br /&gt;
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.&lt;br /&gt;
&lt;br /&gt;
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.&lt;br /&gt;
&lt;br /&gt;
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of &amp;quot;okay, ''now'' this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anti-Consequence Advantages:''' Advantages that exist to prevent other characters from being able to affect their desired target, or generally do things to the scene, are not permitted on grounds of being dictatory and/or anti-RP. An easy example of this is the barrier field magic from the Lyrical Nanoha series, which shunts combatants to a dimensional space where they cannot affect the real world.&lt;br /&gt;
&lt;br /&gt;
'''Implicit Limitations:''' Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Combat Options, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under a Combat Options Advantage for the others.&lt;br /&gt;
&lt;br /&gt;
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Sub-Advantages=&lt;br /&gt;
A Sub-Advantage is a specific, pre-written example of a possible Advantage which is distinguished by being some combination of common, flavorful, limited, low-key, and generally harmless, but which is often in demand. These types of Advantages have non-Incidental utility, but are usually both low priority and nearly unavoidable to many characters, especially FCs. By designating them as Sub-Advantages, MCM offers a very small pool of surplus Pips to essentially subsidize Advantages that we really just don't mind letting people have in moderation, so that players can spare that bit of extra space for things they're more enthusiastic about.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, there are some Sub-Advantages which are available exclusively to characters in certain factions. These Sub-Advantages tend to be narrower and closer to &amp;quot;real&amp;quot; Advantages, because they exist to enable a character to more easily participate in things they'll often encounter when acting in a faction's interests. In other words, they're there so that a Watch character can participate in covert activity RP or a Paladins character can participate in civilian support RP without having to skew their Advantage budget just to fit in.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In addition to their full set of Advantages, characters are allowed up to '''4''' Pips of Sub-Advantages, or '''6''' Pips if they have an optional Flaw. Overall, Sub-Advantages are not subject to normal Advantage structure. There is ''no minimum'' to the number of Sub-Advantages, nor is there a maximum of certain ratings. Different Sub-Advantages can be taken multiple times ''even if their root Advantage overlaps'' with each other, or with real Advantages already purchased by the character, so long as they have a different category extender. Sub-Advantages ''do not count Credits or Surcharges'', nor do they count against ''any maximums or minimums'' for any of the character's other Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sub-Advantages ''cannot be customized; '''they are picked from the list as-is'''''. Since Sub-Advantages are universally the same, they don't include the trappings on the character's sheet; the player should only enter the name and rating. Multiple instances of the same root Advantage may simply list their category extenders in sequence, separated by commas. This saves players space on trappings they don't have to specify. Otherwise, Sub-Advantages are added to a character application just like normal Advantages, including their ratings,  differing only by not needing trappings.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Sub-Advantages'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation - Common Terrestrial●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to endure common terrestrial extremes, such as desert heat and cold, and middling undersea pressures. Includes the ability to filter mildly toxic atmosphere and breathe underwater. Essentially covers earth-like environmental hazards that could be handled by a prepared adventurer.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation - Space●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to endure zero atmosphere conditions, moderately dangerous gravity or pressure, and interplanetary radiation. Includes the ability to breathe in airless environments.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Hellsing Special●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to produce, once per scene, the vulnerability of any present monster, provided that it could have plausibly been studied, observed, or sourced from locals or recorded material, at a prior point in time, without involving major risk or expertise. Means to circumvent immortality that could be bypassed by Skeleton Catch rated no higher than 1 is explicitly considered a vulnerability for this purpose. This ability can always be used to at least find a useful tool to help in handling non-player monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buff - Party●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to mildly boost the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to make one's self understood to others with whom they do not share a language, as well as understand others regardless of language barriers. Applies to written language as well.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - Party●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to remove mild impediments to the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise - Worker●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to quickly or instantly change into replacement clothes and believably impersonate the low-level personnel of fairly secure locations.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods - Rebel●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jimmy locks, acquire passwords, and otherwise bypass basic security measures, to gain entry-level access to secure locations, equivalent to a skilled amateur or self-taught guerilla.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Auditory●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to hear with great sensitivity and detail. Examples are listening to conversations through walls, clearly hearing small movements at a moderate distance, and picking up sounds mildly outside the human range of hearing.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Magic●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to sense the presence of magical energies, determine whether an object is enchanted or magical in some way, and pinpoint where spells are being cast, or have recently been cast, nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Olfactory●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to clearly identify individual scents and tastes amongst others, to identify the presence of poisons without inhaling or consuming lethal quantities so long as they aren't tasteless and odorless, and to identify or track others by scent at a medium distance or with a reasonably recent trail.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Visual●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to perceive things moderately far away in telescopic sight, nearby things as if through a magnifying glass, and see clearly at night and in conditions no worse than moderate fog.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to access and manipulate without authorization machines of low to middling complexity and security, equivalent to a skilled amateur or self-taught black hat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Computers●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to find evidence of forced entry, operate unfamiliar systems, analyze programming, and track someone by their internet activity.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Law and Customs●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to generally navigate the legal frameworks and various traditions of the multitude of worlds within Sector Zero. Encompasses both things like understanding individual rights and how to interact with local authorities, and things such as broader navigation of local bureaucracy and getting in touch with important figures.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Occult●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to identify common to uncommon supernatural phenomena and entities, know favored items to negotiate with or repel said entities, intuit meaningful information present in mythic and occult allusions, and decode ciphers or symbolism in arcane or esoteric texts.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Tactics●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to anticipate or arrange ambushes, reasonably accurately interpret an organized or predictable enemy's movements ahead of time, read into goals and strategies through a group's actions, identify naturally defensible positions, and draft effective strategies for engaging known foes.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Improvised●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jury rig functionality back into devices of light to middling complexity for a single action's worth of usage, after which the device breaks again.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Improvised●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jury rig functionality back into devices of simple to middling complexity for a single scene's worth of usage, or, to jury rig functionality back into devices of middling to high complexity for a single action's worth of usage, after which the device breaks again, and cannot be jury rigged again.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing - Gadgets●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to surveil distant areas with better than store-bought drones, cameras, microphones, and motion sensors, as well as to efficiently monitor them with little of one's attention, and to identify ideal spots to place them.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth - Hunter●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to hide in unpopulated settings to a modest degree. Blending in with the environment, moving quietly, minimizing one's profile, and effectively lying in wait.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth - Rebel●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to infiltrate to a modest degree. Going unseen by moving from cover to cover, blending with small groups, keeping a low profile and avoiding drawing attention to one's self.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Concord'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's many contracting, logistics, and acquisitions specialists can provide large scale backing to groups who are willing to support the Concord's interests. The nature of backing provided is tailored to be within the realm of the Concord negotiator's familiarity, and these contracts can only be negotiated with NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace - Concord●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord provides various portable containment devices to safely transport excessively large, fragile, or hazardous acquisitions in a space no larger than a briefcase, which are secured to only open for the designated carrier and have nearly bottomless carrying capacity. Also provided are miniaturized or space-enhanced upgrades or versions of their equipment to multiply the user's carrying capacity.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's elite outfitters provide numerous wearable and discreet technological and magical mobility options to promote client safety and efficiency, analogous to classic super thief or special operative gadgets.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's DORADO BLACK Card provides a universally usable and astoundingly high credit limit that magically and technologically enforces itself.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} A personal staff of suits, toughs, personal assistants, chauffeur, etc. It is an executive entourage customized to support the client's strengths.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Paladins'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in Paladins SITREP to break down the relationships and dynamics of the figures and factions of a given locale, describing the potential humanitarian and political effects of their efforts, and identify major obstacles to them.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in humanitarian specialists equipped to assess and eliminate public health hazards such as diseases and poisoning, treat chronic health issues, and engage in first response to debilitating traumas like gas exposure or hypothermia.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in an ERT with a general-purpose healing kit that allows them to administer medical treatments to most common life forms in the Multiverse.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Paladins●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in an emergency reconstruction team with tools and materials to quickly assess and rebuild damaged civilian-grade infrastructure back to a minimum functional level.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} A unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror their commander's combat and personal abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Watch'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction - Watch●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on a covert cleaner belonging to the Watch, who will sterilize scenes, dispose of evidence, and erase records and logs of one's activities, so long as there is a safe and unsecured route to and from the site.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on local Watch assets and sympathizers to leave back doors open, disable security systems, get a set of janitor's keys, cut power lines, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on local Watch assets and sympathizers to alter the landscape of an area in subtly convenient ways. Trucks backed out of alleys at convenient moments, highways clogged by big rig truckers, trains delayed or accelerated, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on the Watch's network of informants and mission organizers to find people in need, get information about their current enemies and problems, and guidance in reaching secure objectives or performing clandestine activities regarding a major enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Support from fellow cells of the Watch. A disorganized and mismatched rabble composed of individual members of Watch sub-organizations, themed according to current faction composition.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Power_Copy&amp;diff=16880</id>
		<title>Power Copy</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Power_Copy&amp;diff=16880"/>
				<updated>2024-07-03T02:56:11Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file delineates acceptable boundaries and practices for the Advantage of power copying, as-seen in characters like Megaman or Kakashi from Naruto. It also delineates the acceptable boundaries of the reverse, in the form of Contracts that allow the user to give others powers.&lt;br /&gt;
&lt;br /&gt;
1) All Advantages obtained by Copy are presumed to be weaker than that of the originating PC. If the copier directly contests the original PC's action with their copied version, the copier loses by default.&amp;lt;br&amp;gt;&lt;br /&gt;
2) What Can I Not Share/Copy?&lt;br /&gt;
::'''Contracts''' - Quantum Solution, Resurrection, Power Copy &amp;amp; Share Powers The Advantage, and Split Actions&lt;br /&gt;
::'''Share Powers &amp;amp; Power Copy''' - Immortality, Intrusion or Control Immunity, NPCs, Quantum Solution, Resurrection, Power Copy &amp;amp; Share Powers The Advantage, and Split Actions   &lt;br /&gt;
3) Players should write an +info (+info PowerCopy or +info Contracts) with the details demanded in the Power Copy or Contract Advantages. Additionally, Contract recipients are expected to make an +info Contracts file that matches the Contract dispensed to them. If the Contract grants Copied powers, the beneficiary of the Contract marks the uses of the Copy instead of the Copier.&amp;lt;br&amp;gt;&lt;br /&gt;
4) Neither Power Copy or Contract can be put into force &amp;quot;off-screen.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5) No PC may be held to more than one Contract at a time, unless a second Contract is purely punitive.&amp;lt;br&amp;gt;&lt;br /&gt;
6) Sharing &amp;amp; Contracting Power Copy&amp;lt;br&amp;gt;&lt;br /&gt;
::'''Sharing Power Copy - Derivative copies:''' Identical to a standard use of a Copied trick - it costs one use if it has not been brought into the scene already.&lt;br /&gt;
::'''Contracting Power Copy - Derivative copies:''' Costing a use from the Copier, the Contract Copy is loaned to the Contract beneficiary. The beneficiary gains 4 total Scene-uses as if they copied the trick fresh themself.&lt;br /&gt;
::'''Sharing Power Copy - Mirror copies:''' Mirror-Copied Advantages may be Shared as long as they are legal to both Copy and Share. This otherwise functions identically to sharing Power Copy - Derivative slots except it grants 3 uses, like Mirror.&lt;br /&gt;
::'''Contracting Power Copy - Mirror copies:''' Identical to the Power-Copy Derivative case. The advantage is given to the beneficiary to control until used up or retracted.&lt;br /&gt;
7) Benefitting from a Contract or Share never grants someone the ability to sub-contract the powers they gain. This is the purview of characters with those native advantages.&lt;br /&gt;
==Power Copy - Derivative==&lt;br /&gt;
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope &amp;quot;something&amp;quot; from your target. You may target '''eight (8)''' items at a time, which go away after being used in '''four (4)''' scenes. Consent isn't required, but the target dictates the specific effect the copier receives.&lt;br /&gt;
&lt;br /&gt;
Note that this is not the same as four ''USES''.&lt;br /&gt;
&lt;br /&gt;
==Power Copy - Mirror== &lt;br /&gt;
Mirror Power Copy gives you '''9''' pips to spend on Advantages copied from other players. Except where otherwise noted, these Advantages are received exactly as written by the copied target. When copying uprated (4-5 pip) Advantages, they cap at '''3''' pips, both in cost and &amp;quot;what you get&amp;quot;. Consent is required from target players, who may dictate entirely what can or cannot be stolen. Copied Advantages expire after being used in '''three (3)''' scenes. &lt;br /&gt;
&lt;br /&gt;
Note that this is not the same as three ''USES''.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Contracts are the reverse of Power Copy. A character with Contracts is able to share '''(Rating) * 3 Pips''' worth of Advantages with up to '''(Rating) * 2''' targets. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after '''3 months'''. Pushing Contracts to Rating 4 or 5 increases the number of targets as normal, but only provides another '''2''' then '''1''' additional shareable Pips, for a maximum of 12. Power copies consume uses of the Power Copy entry itself; they don't consume any of the Contract's Pip budget.&lt;br /&gt;
&lt;br /&gt;
To be clear, the cap is '''per recipient'''. Someone with Contracts●●● can, for example, offer 6 different people 9 pips worth of advantages for a grand total of 54 between them.&lt;br /&gt;
&lt;br /&gt;
Contracts can establish terms under which the Contract is validated, and the conferred Advantages are activated, and can establish terms, under which failure to meet them results in a penalty or punishment; usually revocation of conferred Advantages, and subjecting the penalized beneficiary to one or more of the benefactor's advantages as if they were present when the terms were broken. Penalties are commensurate to the Investment in the Contract.&lt;br /&gt;
&lt;br /&gt;
Time-based expiration does not apply to NPCs, and there is no limit on the number of NPCs with which you may establish bargains.&lt;br /&gt;
&lt;br /&gt;
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16870</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16870"/>
				<updated>2024-02-28T00:38:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Defensive Quirks: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16869</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16869"/>
				<updated>2024-02-25T00:11:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Splatterhouse: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=If_You%27d_Only_Known_the_First_Thing_About_Her_(Lilian_Rook)&amp;diff=16866</id>
		<title>If You'd Only Known the First Thing About Her (Lilian Rook)</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=If_You%27d_Only_Known_the_First_Thing_About_Her_(Lilian_Rook)&amp;diff=16866"/>
				<updated>2023-12-19T23:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cutscene Header&lt;br /&gt;
|Date of Scene=2023/12/18&lt;br /&gt;
|Location=Rook Estate&lt;br /&gt;
|Synopsis=&amp;quot;Overlooking the people in your daughter's life has undone you one more time.&amp;quot;&lt;br /&gt;
|Thanks=Persephone Kore&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;Can I ''help'' you?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Yes sir. With just one thing, sir. Then I'll be out of your way.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That alone was cause for Matthew to pause.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That tone of his was always perfectly clear. There had only ever been one answer to it for as long as Cecilia had known him; which was a considerable length of time, as she'd been Allison's retainer before they'd even met, never mind married. Raising his voice like that was the sign for the lady's maid to bow out of the way, after having posed some sort of inconvenience. Seeing her standing on the top step, right between the double doors, hands folded over her carry bag and eyes meeting his, the only way he could interpret ''this'' was that she was blocking the front door on purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excuse me?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's very important, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;It can wait.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's something only you are fit to handle as well, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The little back and forth changed nothing. Matthew still stood out in the garden, winter jacket still on his shoulders and briefcase still in hand, and Cecilia still stood on the house threshold, dressed in that halfway old-fashioned maid attire, and carrying that bag as if she meant to go home.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determined to remain composed, Matthew subdued his vexation at the standstill with a mere twitch of an eyebrow and the tapping of one gloved finger on the silver head of his cane. It bothered him more that Cecilia's expression could stay so utterly impassive. His wife and children all seemed to prefer her guidance, her assistance, to any of his, yet she was always so much better at showing not the least bit of emotion; something he'd determinedly ascribed to the era in which she learned her trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see you have a lovely new cane sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is that what's so ''impossibly'' important that you'd still be standing there?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;No sir. You'd gone very quiet. I meant only to break the silence.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Then you have time enough to move. I, you see, do not. I am ''extremely'' busy.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is that so sir? My apologies. You haven't returned to the estate in months.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Of ''course'' I'm ''busy''. On top of everything else that's kept me away, my child is graduating in mere days. I have more than enough things to do without ''delays'' in getting everything in order for the ceremony too&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Oh. I see. Begging your pardon then.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He didn't like the way Cecilia said it. More than just the fact that she was still in his way, something about the utterly professionally neutral way she'd apologized to him had disturbed buried deep in the back of his mind. Enough for him to take a second look at her. Not enough to wonder more than when she'd started wearing violet contacts, of all things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which one?&amp;quot; asked Cecilia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I mean which child, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question agitated Matthew even more.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excuse me? You know perfectly well which one.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's slipped my mind sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew opened his mouth in stunned silence. Two attempts to find something to say did little more than work his jaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The one who is still in school. The only one. Obviously.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Which child is that?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cecilia's reply was quicker than before. The last one, itself, incrementally swifter than the last. The feeling made his skin crawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have you gone senile?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Perhaps, sir. If you'd help me, then?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My youngest, then.&amp;quot; Matthew stepped forward.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Which one might that be?&amp;quot; Cecilia didn't move at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew gasped in short-strangled frustration. &amp;quot;What ''is'' this? You're not pretending to be stupid, are you? There are only ''three'' of them.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which one of those three is graduating, then?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His eyes widened. The impatient tapping became a creaking grip on the handle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You– Who put you up to this?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;No one, sir. It's a family matter, as always. I only need your help with one thing, sir. Then I'll not be in your hair a moment longer.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;What'' then?!&amp;quot;'' Matthew spat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dutifully, Cecilia unzipped the carry bag at her side, reached inside, and carefully, deliberately, withdrew a– faded olive green hoodie, neatly folded up on top of a worn out pair of jeans, evidently to be disposed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is this, sir?&amp;quot; said Cecilia. Fine hairs pricked up on Matthew's neck.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This? ''This'' is what you're wasting my time with?&amp;quot; said Matthew.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This is the single most important thing I've ever asked you, sir. Please take a moment to think.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew knew she wasn't lying. He was only foggily beginning to grasp the shape of it, but he already didn't like it. Which meant he'd do as he always did.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As he recalled, his wife's lady's maid had been good for two of his children, but needed correction almost as often as his youngest, back in those days. So perhaps this shouldn't have been a surprise. He let loose a tired, fogging breath into the winter air, pulled off one glove, four fingers at once, began the first two signs of the writ, and slammed  face first against the front step landing with a '''boom''' loud enough to send waves of shaking leaves through the garden.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew tasted blood in his mouth, and felt a million tons of force pressing down on him from above. He could hear the beams beneath the stone steps creaking under the sheer weight of gravity on top of them. The air rumbled against his skin. He found himself unable to lift so much as a finger. The folded clothes in Cecilia's hands fell gently onto the stones in front of him, and lightly bounced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think you've done enough of that, sir.&amp;quot; said Cecilia.&amp;lt;br&amp;gt;&lt;br /&gt;
Matthew couldn't say anything.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I wonder what got into you? That you'd start doing things like that after all that time.&amp;quot; she continued. The neutrality in her voice turned icy. A bland, banal sort of scorn Matthew realized he knew well. &amp;quot;You were such a good boy back then, too. What ever happened to that charming lad from the Irish countryside? The one that my Allison fell in love with.&amp;quot; said Cecilia. Her tone was so thick with it that he couldn't possibly mistake it for anything but his own. &amp;quot;You always had your flaws, but you were always there for her, you know. You used to be such bright boy. So outgoing, so diligent; I used to think you could–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you - - - ''mocking'' - - - me?&amp;quot; Matthew choked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Yes sir I am.&amp;quot; said Cecilia. &amp;quot;You've been a deeply embarrassing man for at least the past ten years, after all.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feeling his bones creaking, his ears on the edge of bursting, yet miraculously still able to breathe, Matthew fought the deafening thrum of stone-shattering gravity on top of him, to crane his neck just enough to see Cecilia standing over him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What - - - have you - - - done?!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Straight-backed, head forward, heels together; the posture of a proper maid; Cecilia stared at him from the very bottom of her eyes, as she would examine mud on the toe of her shoe. The shaded angle was more than enough to show him the violet glow that limmed her pupils. The hem of her dress fluttered softly around her legs, caught in an invisible breeze. Her loose hair hung picturesque in space, as if underwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've only showed a little interest in that girl's life, sir. Getting to know her friends, especially. I'd suggested you might have tried it before, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Who–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I seem to recall you rather violently objected. Amongst many other times, in fact.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You were - - -&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Doing my job, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Your job - - - is to–!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Help Allison around the house.&amp;quot; said Cecilia. The interjection was harsh enough to cut someone off even without being flattened. &amp;quot;With her dress and makeup. With her children and her errands. Have you really forgotten that much, sir? Were you so desperate to pretend yourself an English gentleman, for marrying into the Rook last name, that you'd assumed I was your personal property?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The force on top of Matthew redoubled. It couldn't kill him, but it could certainly convey her scorn. The quiet frustration; the particular contempt she had nursed for a very long time; repressed, denied, built up invisibly over years and years, all bearing down on him with the overwhelming intensity of it all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know for a fact you two have fought an awful lot about the way you treat me, sir. Much like Bryce struck you for the way you treat his younger sister, and much like Katrina abandoned you for the same.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crushing. Drowning. Asphyxiating. Like the years she spent between Matthew's demands and his rages, and the girl she was supposed to care for, doing her very best not to fall apart under the strain. They had both scared her. Lilian had frightened the life out of her, even. But one had hurt her intentionally, and one had hurt her by accident. And after all these years, one of them loved her enough to want her to be a part of her life again, and the other still dealt in curses and compulsions to get his way.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have to thank you sir. Despite my station, you've taught me more than most would ever have the opportunity to know about how the 'Enlightened' use their power. How to accrue it, how to hide it, when to use it, and when no one will know if you have; it's all thanks to you, sir. You've done a better job teaching Lilian than you even realize.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew summoned up the strength to spit out the blood in his mouth, aimed for Cecilia. It splattered on the ground an inch from his mouth. &amp;quot;You too - - - is it?! Both of - - - you - - - to the end! Then! - - - I'll have you - - -&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You've been saying that quite a lot, sir. Does whatever is wrong with you prevent you from realizing how ridiculous you sound?&amp;quot; Clapping down the front of her skirt with her hands, Cecilia crouched down on her toes in front of Matthew. The beautiful, weightless swirl of hair and skirts and ribbon and sash all around her wouldn't quite touch the floor. Staring down her nose, straight into his eyes, she said to him,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If that girl can't live as long as you darken our doorstep, then I'm afraid this is where we part ways. Once upon a time it was a pleasure working with you, sir. Now, I think that I'd rather never see you again.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every branch of every tree and every blade of grass in the garden bent backwards simultaneously in the wake of the following '''thoom'', and crashed back into rustling place in the vacuum. A little streak of blood, left elongated outwards on the step, was the only sign that Matthew had arrived. Some many miles away, he was someone else's problem, now.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah. Let's find the mop, before Lilian gets home.&amp;quot;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=If_You%27d_Only_Known_the_First_Thing_About_Her_(Lilian_Rook)&amp;diff=16865</id>
		<title>If You'd Only Known the First Thing About Her (Lilian Rook)</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=If_You%27d_Only_Known_the_First_Thing_About_Her_(Lilian_Rook)&amp;diff=16865"/>
				<updated>2023-12-19T23:11:50Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cutscene Header&lt;br /&gt;
|Date of Scene=2023/12/18&lt;br /&gt;
|Location=Rook Estate&lt;br /&gt;
|Synopsis=&amp;quot;Overlooking the people in your daughter's life has undone you one more time.&amp;quot;&lt;br /&gt;
|Thanks=Persephone Kore&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;Can I ''help'' you?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Yes sir. With just one thing, sir. Then I'll be out of your way.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That alone was cause for Matthew to pause.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That tone of his was always perfectly clear. There had only ever been one answer to it for as long as Cecilia had known him; which was a considerable length of time, as she'd been Allison's retainer before they'd even met, never mind married. Raising his voice like that was the sign for the lady's maid to bow out of the way, after having posed some sort of inconvenience. Seeing her standing on the top step, right between the double doors, hands folded over her carry bag and eyes meeting his, the only way he could interpret ''this'' was that she was blocking the front door on purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excuse me?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's very important, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;It can wait.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's something only you are fit to handle as well, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The little back and forth changed nothing. Matthew still stood out in the garden, winter jacket still on his shoulders and briefcase still in hand, and Cecilia still stood on the house threshold, dressed in that halfway old-fashioned maid attire, and carrying that bag as if she meant to go home.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determined to remain composed, Matthew subdued his vexation at the standstill with a mere twitch of an eyebrow and the tapping of one gloved finger on the silver head of his cane. It bothered him more that Cecilia's expression could stay so utterly impassive. His wife and children all seemed to prefer her guidance, her assistance, to any of his, yet she was always so much better at showing not the least bit of emotion; something he'd determinedly ascribed to the era in which she learned her trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see you have a lovely new cane sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is that what's so ''impossibly'' important that you'd still be standing there?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;No sir. You'd gone very quiet. I meant only to break the silence.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Then you have time enough to move. I, you see, do not. I am ''extremely'' busy.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is that so sir? My apologies. You haven't returned to the estate in months.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Of ''course'' I'm ''busy''. On top of everything else that's kept me away, my child is graduating in mere days. I have more than enough things to do without ''delays'' in getting everything in order for the ceremony too&amp;quot;&lt;br /&gt;
&amp;quot;Oh. I see. Begging your pardon then.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He didn't like the way Cecilia said it. More than just the fact that she was still in his way, something about the utterly professionally neutral way she'd apologized to him had disturbed buried deep in the back of his mind. Enough for him to take a second look at her. Not enough to wonder more than when she'd started wearing violet contacts, of all things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which one?&amp;quot; asked Cecilia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I mean which child, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question agitated Matthew even more.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excuse me? You know perfectly well which one.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's slipped my mind sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew opened his mouth in stunned silence. Two attempts to find something to say did little more than work his jaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The one who is still in school. The only one. Obviously.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Which child is that?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cecilia's reply was quicker than before. The last one, itself, incrementally swifter than the last. The feeling made his skin crawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have you gone senile?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Perhaps, sir. If you'd help me, then?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My youngest, then.&amp;quot; Matthew stepped forward.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Which one might that be?&amp;quot; Cecilia didn't move at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew gasped in short-strangled frustration. &amp;quot;What ''is'' this? You're not pretending to be stupid, are you? There are only ''three'' of them.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which one of those three is graduating, then?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His eyes widened. The impatient tapping became a creaking grip on the handle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You– Who put you up to this?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;No one, sir. It's a family matter, as always. I only need your help with one thing, sir. Then I'll not be in your hair a moment longer.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;What'' then?!&amp;quot;'' Matthew spat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dutifully, Cecilia unzipped the carry bag at her side, reached inside, and carefully, deliberately, withdrew a– faded olive green hoodie, neatly folded up on top of a worn out pair of jeans, evidently to be disposed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is this, sir?&amp;quot; said Cecilia. Fine hairs pricked up on Matthew's neck.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This? ''This'' is what you're wasting my time with?&amp;quot; said Matthew.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This is the single most important thing I've ever asked you, sir. Please take a moment to think.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew knew she wasn't lying. He was only foggily beginning to grasp the shape of it, but he already didn't like it. Which meant he'd do as he always did.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As he recalled, his wife's lady's maid had been good for two of his children, but needed correction almost as often as his youngest, back in those days. So perhaps this shouldn't have been a surprise. He let loose a tired, fogging breath into the winter air, pulled off one glove, four fingers at once, began the first two signs of the writ, and slammed  face first against the front step landing with a '''boom''' loud enough to send waves of shaking leaves through the garden.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew tasted blood in his mouth, and felt a million tons of force pressing down on him from above. He could hear the beams beneath the stone steps creaking under the sheer weight of gravity on top of them. The air rumbled against his skin. He found himself unable to lift so much as a finger. The folded clothes in Cecilia's hands fell gently onto the stones in front of him, and lightly bounced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think you've done enough of that, sir.&amp;quot; said Cecilia.&amp;lt;br&amp;gt;&lt;br /&gt;
Matthew couldn't say anything.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I wonder what got into you? That you'd start doing things like that after all that time.&amp;quot; she continued. The neutrality in her voice turned icy. A bland, banal sort of scorn Matthew realized he knew well. &amp;quot;You were such a good boy back then, too. What ever happened to that charming lad from the Irish countryside? The one that my Allison fell in love with.&amp;quot; said Cecilia. Her tone was so thick with it that he couldn't possibly mistake it for anything but his own. &amp;quot;You always had your flaws, but you were always there for her, you know. You used to be such bright boy. So outgoing, so diligent; I used to think you could–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you - - - ''mocking'' - - - me?&amp;quot; Matthew choked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Yes sir I am.&amp;quot; said Cecilia. &amp;quot;You've been a deeply embarrassing man for at least the past ten years, after all.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feeling his bones creaking, his ears on the edge of bursting, yet miraculously still able to breathe, Matthew fought the deafening thrum of stone-shattering gravity on top of him, to crane his neck just enough to see Cecilia standing over him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What - - - have you - - - done?!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Straight-backed, head forward, heels together; the posture of a proper maid; Cecilia stared at him from the very bottom of her eyes, as she would examine mud on the toe of her shoe. The shaded angle was more than enough to show him the violet glow that limmed her pupils. The hem of her dress fluttered softly around her legs, caught in an invisible breeze. Her loose hair hung picturesque in space, as if underwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've only showed a little interest in that girl's life, sir. Getting to know her friends, especially. I'd suggested you might have tried it before, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Who–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I seem to recall you rather violently objected. Amongst many other times, in fact.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You were - - -&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Doing my job, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Your job - - - is to–!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Help Allison around the house.&amp;quot; said Cecilia. The interjection was harsh enough to cut someone off even without being flattened. &amp;quot;With her dress and makeup. With her children and her errands. Have you really forgotten that much, sir? Were you so desperate to pretend yourself an English gentleman, for marrying into the Rook last name, that you'd assumed I was your personal property?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The force on top of Matthew redoubled. It couldn't kill him, but it could certainly convey her scorn. The quiet frustration; the particular contempt she had nursed for a very long time; repressed, denied, built up invisibly over years and years, all bearing down on him with the overwhelming intensity of it all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know for a fact you two have fought an awful lot about the way you treat me, sir. Much like Bryce struck you for the way you treat his younger sister, and much like Katrina abandoned you for the same.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crushing. Drowning. Asphyxiating. Like the years she spent between Matthew's demands and his rages, and the girl she was supposed to care for, doing her very best not to fall apart under the strain. They had both scared her. Lilian had frightened the life out of her, even. But one had hurt her intentionally, and one had hurt her by accident. And after all these years, one of them loved her enough to want her to be a part of her life again, and the other still dealt in curses and compulsions to get his way.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have to thank you sir. Despite my station, you've taught me more than most would ever have the opportunity to know about how the 'Enlightened' use their power. How to accrue it, how to hide it, when to use it, and when no one will know if you have; it's all thanks to you, sir. You've done a better job teaching Lilian than you even realize.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew summoned up the strength to spit out the blood in his mouth, aimed for Cecilia. It splattered on the ground an inch from his mouth. &amp;quot;You too - - - is it?! Both of - - - you - - - to the end! Then! - - - I'll have you - - -&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You've been saying that quite a lot, sir. Does whatever is wrong with you prevent you from realizing how ridiculous you sound?&amp;quot; Clapping down the front of her skirt with her hands, Cecilia crouched down on her toes in front of Matthew. The beautiful, weightless swirl of hair and skirts and ribbon and sash all around her wouldn't quite touch the floor. Staring down her nose, straight into his eyes, she said to him,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If that girl can't live as long as you darken our doorstep, then I'm afraid this is where we part ways. Once upon a time it was a pleasure working with you, sir. Now, I think that I'd rather never see you again.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every branch of every tree and every blade of grass in the garden bent backwards simultaneously in the wake of the following '''thoom'', and crashed back into rustling place in the vacuum. A little streak of blood, left elongated outwards on the step, was the only sign that Matthew had arrived. Some many miles away, he was someone else's problem, now.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah. Let's find the mop, before Lilian gets home.&amp;quot;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=If_You%27d_Only_Known_the_First_Thing_About_Her_(Lilian_Rook)&amp;diff=16864</id>
		<title>If You'd Only Known the First Thing About Her (Lilian Rook)</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=If_You%27d_Only_Known_the_First_Thing_About_Her_(Lilian_Rook)&amp;diff=16864"/>
				<updated>2023-12-19T23:09:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: Created page with &amp;quot;{{Cutscene Header |Date of Scene=2023/12/18 |Location=Rook Estate |Synopsis=&amp;quot;Overlooking the people in your daughter's life has undone you one more time.&amp;quot; |Thanks=Persephone K...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cutscene Header&lt;br /&gt;
|Date of Scene=2023/12/18&lt;br /&gt;
|Location=Rook Estate&lt;br /&gt;
|Synopsis=&amp;quot;Overlooking the people in your daughter's life has undone you one more time.&amp;quot;&lt;br /&gt;
|Thanks=Persephone Kore&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;Can I ''help'' you?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Yes sir. With just one thing, sir. Then I'll be out of your way.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That alone was cause for Matthew to pause.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That tone of his was always perfectly clear. There had only ever been one answer to it for as long as Cecilia had known him; which was a considerable length of time, as she'd been Allison's retainer before they'd even met, never mind married. Raising his voice like that was the sign for the lady's maid to bow out of the way, after having posed some sort of inconvenience. Seeing her standing on the top step, right between the double doors, hands folded over her carry bag and eyes meeting his, the only way he could interpret ''this'' was that she was blocking the front door on purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excuse me?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's very important, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;It can wait.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's something only you are fit to handle as well, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The little back and forth changed nothing. Matthew still stood out in the garden, winter jacket still on his shoulders and briefcase still in hand, and Cecilia still stood on the house threshold, dressed in that halfway old-fashioned maid attire, and carrying that bag as if she meant to go home.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Determined to remain composed, Matthew subdued his vexation at the standstill with a mere twitch of an eyebrow and the tapping of one gloved finger on the silver head of his cane. It bothered him more that Cecilia's expression could stay so utterly impassive. His wife and children all seemed to prefer her guidance, her assistance, to any of his, yet she was always so much better at showing not the least bit of emotion; something he'd determinedly ascribed to the era in which she learned her trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see you have a lovely new cane sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is that what's so ''impossibly'' important that you'd still be standing there?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;No sir. You'd gone very quiet. I meant only to break the silence.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Then you have time enough to move. I, you see, do not. I am ''extremely'' busy.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is that so sir? My apologies. You haven't returned to the estate in months.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Of ''course'' I'm ''busy''. On top of everything else that's kept me away, my child is graduating in mere days. I have more than enough things to do without ''delays'' in getting everything in order for the ceremony too&amp;quot;&lt;br /&gt;
&amp;quot;Oh. I see. Begging your pardon then.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He didn't like the way Cecilia said it. More than just the fact that she was still in his way, something about the utterly professionally neutral way she'd apologized to him had disturbed buried deep in the back of his mind. Enough for him to take a second look at her. Not enough to wonder more than when she'd started wearing violet contacts, of all things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which one?&amp;quot; asked Cecilia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I mean which child, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question agitated Matthew even more.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excuse me? You know perfectly well which one.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I'm afraid it's slipped my mind sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew opened his mouth in stunned silence. Two attempts to find something to say did little more than work his jaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The one who is still in school. The only one. Obviously.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Which child is that?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cecilia's reply was quicker than before. The last one, itself, incrementally swifter than the last. The feeling made his skin crawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have you gone senile?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Perhaps, sir. If you'd help me, then?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My youngest, then.&amp;quot; Matthew stepped forward.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Which one might that be?&amp;quot; Cecilia didn't move at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew gasped in short-strangled frustration. &amp;quot;What ''is'' this? You're not pretending to be stupid, are you? There are only ''three'' of them.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which one of those three is graduating, then?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His eyes widened. The impatient tapping became a creaking grip on the handle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You– Who put you up to this?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;No one, sir. It's a family matter, as always. I only need your help with one thing, sir. Then I'll not be in your hair a moment longer.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;What'' then?!&amp;quot;'' Matthew spat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dutifully, Cecilia unzipped the carry bag at her side, reached inside, and carefully, deliberately, withdrew a– faded olive green hoodie, neatly folded up on top of a worn out pair of jeans, evidently to be disposed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is this, sir?&amp;quot; said Cecilia. Fine hairs pricked up on Matthew's neck.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This? ''This'' is what you're wasting my time with?&amp;quot; said Matthew.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This is the single most important thing I've ever asked you, sir. Please take a moment to think.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew knew she wasn't lying. He was only foggily beginning to grasp the shape of it, but he already didn't like it. Which meant he'd do as he always did.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As he recalled, his wife's lady's maid had been good for two of his children, but needed correction almost as often as his youngest, back in those days. So perhaps this shouldn't have been a surprise. He let loose a tired, fogging breath into the winter air, pulled off one glove, four fingers at once, began the first two signs of the writ, and slammed  face first against the front step landing with a '''boom''' loud enough to send waves of shaking leaves through the garden.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew tasted blood in his mouth, and felt a million tons of force pressing down on him from above. He could hear the beams beneath the stone steps creaking under the sheer weight of gravity on top of them. The air rumbled against his skin. He found himself unable to lift so much as a finger. The folded clothes in Cecilia's hands fell gently onto the stones in front of him, and lightly bounced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think you've done enough of that, sir.&amp;quot; said Cecilia.&amp;lt;br&amp;gt;&lt;br /&gt;
Matthew couldn't say anything.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I wonder what got into you? That you'd start doing things like that after all that time.&amp;quot; she continued. The neutrality in her voice turned icy. A bland, banal sort of scorn Matthew realized he knew well. &amp;quot;You were such a good boy back then, too. What ever happened to that charming lad from the Irish countryside? The one that my Allison fell in love with.&amp;quot; said Cecilia. Her tone was so thick with it that he couldn't possibly mistake it for anything but his own. &amp;quot;You always had your flaws, but you were always there for her, you know. You used to be such bright boy. So outgoing, so diligent; I used to think you could–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you - - - ''mocking'' - - - me?&amp;quot; Matthew choked.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Yes sir I am.&amp;quot; said Cecilia. &amp;quot;You've been a deeply embarrassing man for at least the past ten years, after all.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feeling his bones creaking, his ears on the edge of bursting, yet miraculously still able to breathe, Matthew fought the deafening thrum of stone-shattering gravity on top of him, to crane his neck just enough to see Cecilia standing over him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What - - - have you - - - done?!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Straight-backed, head forward, heels together; the posture of a proper maid; Cecilia stared at him from the very bottom of her eyes, as she would examine mud on the toe of her shoe. The shaded angle was more than enough to show him the violet glow that limmed her pupils. The hem of her dress fluttered softly around her legs, caught in an invisible breeze. Her loose hair hung picturesque in space, as if underwater.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've only showed a little interest in that girl's life, sir. Getting to know her friends, especially. I'd suggested you might have tried it before, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Who–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I seem to recall you rather violently objected. Amongst many other times, in fact.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You were - - -&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Doing my job, sir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Your job - - - is to–!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Help Allison around the house.&amp;quot; said Cecilia. The interjection was harsh enough to cut someone off even without being flattened. &amp;quot;With her dress and makeup. With her children and her errands. Have you really forgotten that much, sir? Were you so desperate to pretend yourself an English gentleman, for marrying into the Rook last name, that you'd assumed I was your personal property?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The force on top of Matthew redoubled. It couldn't kill him, but it could certainly convey her scorn. The quiet frustration; the particular contempt she had nursed for a very long time; repressed, denied, built up invisibly over years and years, all bearing down on him with the overwhelming intensity of it all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know for a fact you two have fought an awful lot about the way you treat me, sir. Much like Bryce struck you for the way you treat his younger sister, and much like Katrina abandoned you for the same.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crushing. Drowning. Asphyxiating. Like the years she spent between Matthew's demands and his rages, and the girl she was supposed to care for, doing her very best not to fall apart under the strain. They had both scared her. Lilian had frightened the life out of her, even. But one had hurt her intentionally, and one had hurt her by accident. And after all these years, one of them loved her enough to want her to be a part of her life again, and the other still dealt in curses and compulsions to get his way.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have to thank you sir. Despite my station, you've taught me more than most would ever have the opportunity to know about how the 'Enlightened' use their power. How to accrue it, how to hide it, when to use it, and when no one will know if you have; it's all thanks to you, sir. You've done a better job teaching Lilian than you even realize.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Matthew summoned up the strength to spit out the blood in his mouth, aimed for Cecilia. It splattered on the ground an inch from his mouth. &amp;quot;You too - - - is it?! Both of - - - you - - - to the end! Then! - - - I'll have you - - -&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You've been saying that quite a lot, sir. Does whatever is wrong with you prevent you from realizing how ridiculous you sound?&amp;quot; Clapping down the front of her skirt with her hands, Cecilia crouched down on her toes in front of Matthew. The beautiful, weightless swirl of hair and skirts and ribbon and sash all around her wouldn't quite touch the floor. Staring down her nose, straight into his eyes, she said to him,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If that girl can't live as long as you darken our doorstep, then I'm afraid this is where we part ways. Once upon a time it was a pleasure working with you, sir. Now, I think that I'd rather never see you again.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every branch of every tree and every blade of grass in the garden bent backwards simultaneously in the wake of the following '''thoom'', and crashed back into rustling place in the vacuum. A little streak of blood, left elongated outwards on the step, was the only sign that Matthew had arrived. Some many miles away, he was someone else's problem, now.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah. Let's find the mop, before Lilian gets home.&amp;quot;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Pushes&amp;diff=16863</id>
		<title>Pushes</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Pushes&amp;diff=16863"/>
				<updated>2023-08-18T02:06:09Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Exhaust - Deplete: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pushes=&lt;br /&gt;
Pushes are special actions and modifiers that can be activated by a character in combat by spending their Hype, meant to help represent the wide varieties of abilities, maneuvers, and options a character can have available to them moment-to-moment in combat, and to allow all players a universal amount of control over how their fight plays out, regardless of their character's specific Mantle. All Pushes are available to all characters by default, and may be used at any time.&amp;lt;br&amp;gt;&lt;br /&gt;
Using a Push that doesn't have an instantaneous effect loads it into a queue, where it will activate once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using a Push creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself, only whether it is &amp;quot;small&amp;quot; for spending 1-3 Hype, &amp;quot;big&amp;quot; for spending 4-5 Hype, or &amp;quot;huge&amp;quot; for spending 6 or more Hype. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details.&amp;lt;br&amp;gt;&lt;br /&gt;
It should be noted that, unless attached to an explicit number of effect, all Pushes are inherently self-regulating. Spending Hype on a Push will have a roughly equal effect on any level of attack, meaning that there is no strict need to save up Hype to only utilize Pushes for the largest attacks in a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack:===&lt;br /&gt;
'''Attack I:''' Cost 2 - The damage of your next attack is increased by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack II:''' Cost 4 - The damage of your next attack is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack III:''' Cost 6 - The damage of your next attack is increased by an ''Extreme'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense:===&lt;br /&gt;
'''Defense I:''' Cost 2 - The damage from the next attack you take is reduced by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense II:''' Cost 4 - The damage from the next attack you take is reduced by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense III:''' Cost 6 - The damage from the next attack you take is reduced by an ''Extreme'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Balance:===&lt;br /&gt;
'''Balance I:''' Cost 1 - The damage of your next attack is increased by a ''Moderate'' amount and the damage from the next attack you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Balance II:''' Cost 3 - The damage of your next attack is increased by a ''Significant'' amount and the damage from the next attack you take is reduced by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Balance III:''' Cost 5 - The damage of your next attack is increased by a ''Major'' amount and the damage from the next attack you take is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buff:===&lt;br /&gt;
'''Buff I:''' Cost 2 - You gain a ''Moderate'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff II:''' Cost 4 - You gain a ''Significant'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff III:''' Cost 6 - You gain a ''Superior'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff X:''' Cost 8 - You gain an ''Extreme'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Debuff:===&lt;br /&gt;
'''Debuff I:''' Cost 2 - Your next attack applies a ''Solid'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff II:''' Cost 4 - Your next attack applies a ''Major'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff III:''' Cost 6 - Your next attack applies a ''Massive'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Over Time - Venom:===&lt;br /&gt;
'''Venom I:''' Cost 2 - Your next attack applies ''6 Moderate'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Venom II:''' Cost 4 - Your next attack applies ''6 Solid'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Venom III:''' Cost 6 - Your next attack applies ''6 Significant'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Over Time - Burn:===&lt;br /&gt;
'''Burn I:''' Cost 1 - Your next attack applies ''6 Minor'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Burn II:''' Cost 3 - Your next attack applies ''6 Moderate'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Burn III:''' Cost 5 - Your next attack applies ''6 Solid'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exhaust - Deplete:===&lt;br /&gt;
'''Deplete I:''' Cost 2 - The Drive cost of your opponent's next attack is increased by ''4'' + the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deplete II:''' Cost 4 - The Drive cost of your opponent's next attack is increased by ''8'' + twice the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deplete II:''' Cost 6 - The Drive cost of your opponent's next attack is increased by ''12'' + thrice level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exhaust - Siphon:===&lt;br /&gt;
'''Siphon I:''' Cost 2 - After your attack, your opponent recovers ''7'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Siphon II:''' Cost 4 - After your attack, your opponent recovers ''14'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Siphon III:''' Cost 6 - After your attack, your opponent recovers ''21'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boost:===&lt;br /&gt;
'''Boost I:''' Cost 2 - You instantly gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boost II:''' Cost 4 - You instantly gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boost III:''' Cost 6 - You instantly gain ''15'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recharge:===&lt;br /&gt;
'''Recharge I:''' Cost 1 - You gain ''10'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge II:''' Cost 3 - You gain ''30'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge III:''' Cost 5 - You gain ''50'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge X:''' Cost 8 - You gain a Shield HP bar equal to ''15%'' of your maximum HP if you had none. The bar begins half full. Can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repair:===&lt;br /&gt;
'''Repair I:''' Cost 1 - You convert ''10'' HP to Armor HP. Cannot be used if you have no Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair II:''' Cost 3 - You convert ''30'' HP to Armor HP. Cannot be used if you have no Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair III:''' Cost 5 - You convert ''50'' HP to Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair X:''' Cost 7 - You convert ''70'' HP to Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recover:===&lt;br /&gt;
'''Recover I:''' Cost 2 - Revert ''40'' and ''25'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recover II:''' Cost 4 - Revert ''80'' and ''50'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recover III:''' Cost 6 - Revert ''120'' and ''75'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tear:===&lt;br /&gt;
'''Tear I:''' Cost 2 - Your next attack deals ''Significant'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear II:''' Cost 4 - Your next attack deals ''Superior'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear III:''' Cost 6 - Your next attack deals ''Extreme'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jolt:===&lt;br /&gt;
'''Jolt I:''' Cost 2 - Your next attack deals ''Superior'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt II:''' Cost 4 - Your next attack deals ''Massive'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt III:''' Cost 6 - Your next attack deals ''Extreme'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cure:===&lt;br /&gt;
'''Cure I:''' Cost 2 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Solid'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''5-10'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''5-10'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cure II:''' Cost 4 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Major'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''10-20'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''10-15'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cure III:''' Cost 6 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Superior'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''20-25'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''15-20'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Break:===&lt;br /&gt;
'''Break I:''' Cost 2 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Moderate'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break II:''' Cost 4 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Significant'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break III:''' Cost 6 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Superior'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace:===&lt;br /&gt;
'''Coup de Grace:''' Cost 5 - Your next attack immediately converts all remaining turns of all Damage Over Time, Debuff, and Exhaust effects on your opponent into damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace X:''' Cost 7 - Your next attack immediately converts all remaining turns of all Damage Over Time, Debuff, and Exhaust effects on your opponent into damage, and consumes all Peril and Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Second Wind:===&lt;br /&gt;
'''Second Wind:''' Cost 8 - After your next attack, you gain Peril HP equal to ''15%'' of your maximum HP. Second Wind can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Second Wind X:''' Cost 10 - After your next attack, you gain Peril HP equal to ''20%'' of your maximum HP. Second Wind can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indomitable:===&lt;br /&gt;
'''Indomitable:''' Cost 8 - After your next attack, you take ''40%'' less damage from the next attack from your target. Cannot be used two turns in a row.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Indomitable X:''' Cost 10 - After your next attack, you take ''45%'' less damage from the next attack from your target. Cannot be used two turns in a row.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Finishing Blow:===&lt;br /&gt;
'''Finishing Blow:''' Cost 10 - Your next attack, so long as it does not result in a Miss, automatically becomes a Critical Hit after its final result is decided, but is somewhat less damaging. If it was already a Critical Hit, it gains a ''Major'' increase in damage instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ultimate Attack:===&lt;br /&gt;
'''Ultimate Attack:''' Cost 10 - Your next attack deals ''50%'' more damage.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16861</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16861"/>
				<updated>2023-06-17T02:44:26Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* GM Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
&lt;br /&gt;
'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
&lt;br /&gt;
'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
&lt;br /&gt;
'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
&lt;br /&gt;
::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
&lt;br /&gt;
'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
&lt;br /&gt;
'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
&lt;br /&gt;
The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
==Core Concepts==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
&lt;br /&gt;
'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
&lt;br /&gt;
'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''&amp;gt;aid &amp;lt;name&amp;gt;/&amp;lt;level&amp;gt;:&amp;lt;stat&amp;gt;''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''sister'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.&lt;br /&gt;
&lt;br /&gt;
'''EX: Support Actions:''' Some Archetypes have the ability to further support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
&lt;br /&gt;
==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
&lt;br /&gt;
When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
&lt;br /&gt;
'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to suck the joy out of building and specializing a character, and should be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&lt;br /&gt;
&lt;br /&gt;
'''Own Character Participation:''' We ask that scene-runners refrain from adding their own character to a coded battle against the NPC they are controlling. While technically sound within the csys, further escalating the value of &amp;gt;boss to account for your own PC serves only to diminish the impact and agency of other attendees to your scene, as well as tie up time and focus with what amounts to playing with yourself. If you wish to mechanically represent your character's salient contributions to a battle, rather than take them as assumed, it should suffice to simply join them to the Party, in order to lend their Assist. If you would like greater drama and emphasis to come from the players cooperating with your character, we strongly suggest the use of '''GM commands'''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
&lt;br /&gt;
==Applying and Upgrades==&lt;br /&gt;
&lt;br /&gt;
When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
&lt;br /&gt;
In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
&lt;br /&gt;
The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
&lt;br /&gt;
'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
&lt;br /&gt;
Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
&lt;br /&gt;
==Stance on Combat RP==&lt;br /&gt;
&lt;br /&gt;
'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
&lt;br /&gt;
That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
&lt;br /&gt;
In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
&lt;br /&gt;
'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
&lt;br /&gt;
To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
&lt;br /&gt;
The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/mantle &amp;lt;List ID&amp;gt;/&amp;lt;Individual ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;List ID&amp;gt; references the number seen at the top of the public Armory section.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Individual ID&amp;gt; references the number seen next to the Mantle in the public Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified public Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;aid &amp;lt;Target&amp;gt;/&amp;lt;#&amp;gt;:&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the character you are aiding.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the aid level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; must be either Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
A list of public mantles can be seen with the -&amp;gt; &amp;gt;armory &amp;lt;- command.&lt;br /&gt;
&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Our_Hearts_are_Full_of_Their_Poison_(Lilian_Rook)&amp;diff=16860</id>
		<title>Our Hearts are Full of Their Poison (Lilian Rook)</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Our_Hearts_are_Full_of_Their_Poison_(Lilian_Rook)&amp;diff=16860"/>
				<updated>2023-06-11T05:23:30Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cutscene Header&lt;br /&gt;
|Date of Scene=2023/06/02&lt;br /&gt;
|Location=Undisclosed Phantom Circle Facility&lt;br /&gt;
|Synopsis=All the cruelty, all the apathy, all the contempt in the world; the consequences always wash over the masses that cause it, and trickle down onto girls like us. It pools up around us until we drown.&lt;br /&gt;
&lt;br /&gt;
Don't drown, Petra.&lt;br /&gt;
|Thanks=Petra Soroka, Dimokratia&lt;br /&gt;
}}&lt;br /&gt;
It's been just over a week since Lilian last saw Petra. A week, since she'd resorted to drink to keep from coming apart at the seams, and instantaneously regretted it. It occurred to her yesterday that this might have been the longest she's ever gone without having to deal with Petra in some form; the absence of her presence in her life has started to feel like tinnitus, after all this time. But try as she might, Lilian couldn't bring herself to show her face in front of that girl again. Not the day after, or the day after that, or any day since then.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not that it helped. Leaving her there feels nearly as bad. Hot guilt claws at Lilian's inside throughout every day now, imagining Petra waiting for her, alone, desperate to say something; to have closure to that baffling night of drunken confessions that the both of them deserved months ago. Solitary confinement had felt necessary at the time, when Lilian was still flush with white hot rage and nauseating regret at the death of her friend; before she'd come to resent him in the end. Now, she goes to bed each day, consumed with worry for what Petra might do– might've already done– left there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And yet still, she can't go. There's no way. What on Earth would she say? How would she make any of this right? Every time the courage had risen up inside of her, it'd been immediately squashed by the mere image of Petra reacting to her with fear, or disgust, or hollow, broken acceptance. No matter how many times Lilian told herself it wouldn't be like that, she'd never successfully dispelled the fear of that 'what if'.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only reason she'd set out to that dreadful cell this morning is simple fear of an even deeper, heavier shame. It's been just short of a month, and the precise way that Lilian had hurt her just before shutting her away, she knows, has inescapably chained her to Petra.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stop at the pharmacy had been mandatory. The stops along the way weren't. The time spent shopping around for something approximating a care basket, full of odd things like phone batteries and melatonin gummies, felt completely insane, but it was the only thing Lilian could think of, with 'how in god's name do normal people try to apologize?' on her mind all the while. The time spent on new clothes was somewhere on the borderline, puttering on until Lilian was finally asked why they were in the wrong size, and stopped out of sheer chagrin. The time spent after that was just procrastinating, and on some level she knew it. Cleaning kits for things she meant to stop, an extra bag for things she couldn't take with her, next week's sundries while she's out here and all, and while she's at it, she may as well gather up what she needs to start learning to cook, like she'd been putting off for months.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What was supposed to be a short walk of shame had turned into an entire day of busybodying over the worst girl in the world for her. It should be no matter, after all; everything would be fine as long as she gets there before tomorrow, and the bottles rattling in the bottom of her bag never let Lilian forget how long she could pretend everything would be okay. The final leg, after spending all day preparing for it, passed in silent, mental rehearsal of some ridiculous speech she likely wouldn't even stick to. Anything to feel as if she had any control over this. Anything to entertain the delusion that Petra would forgive her; or anyone else ever again, for that matter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But no matter what, it would be fine. As always, there will be more time. There's all the time in the world. If she couldn't fix it now, Lilian would simply endure it; she'd throw another thing on her plate, get elbows deep in trying to fix it, and wait, and be patient, and grind through it to the end, whether it took days or weeks or years. Just like she always has.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you ''mean'' by ''extradited?!&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;It means that she's being transferred from–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I know what an extradition ''is'' you asinine malingerer! Why is ''my'' prosecution being transferred without my knowledge or consent?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The uniformed man would have remained as grimly apathetic as he had when Lilian had first waved past his checkpoint, but the sound of her anger raised his hackles for all of four seconds before cold fear had gripped him by the instincts instead. Despite being the sort of man who'd work at the Concordat's de-facto blackbag holding facility within the Phantom Circle, this particular visitor had always . . . it was always something about her eyes. The way her bag always jangled a little differently. He'd looked up who she was, after the second time, and the amount of black ink had him on edge ever since.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'&amp;quot;Well?!&amp;quot;' Lilian jolted him out of his freeze response by slamming her hand against the edge of the kiosk. It shook.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;The Commonwealth, ma'am.&amp;quot; he replied, spine stiff, throat too tight to swallow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;We aren't a Commonwealth world! Who cares if they request one?! That's just a ''pretty please!'' Why on god's green Earth would ''anyone'' countermand my authority to offer ''her'' to those fucking nobodies?!&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;The Paladins, specifically, ma'am--&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;Commander.&amp;quot;''&lt;br /&gt;
He didn't dare point out the obvious. &amp;quot;The Paladins, Commander, have formally filed extradition under Commonwealth authority, to have the prisoner transferred and tried for charges in their jurisdiction. Bigger ones, than we had on their record. They're being tried for premeditated murder, resisting arrest, assault on Paladins Elite officers, war crimes against--&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At that exact moment, Lilian's heart jumped into her throat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can presuppose, idiot. I'm a ''Chevalier'' with them. I ''performed'' the arrest!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Then, I'm sure you'll know that we remain committed to fostering positive relationships with the organization, and the reasons for which the Concordat has taken this approach. Besides, we've typically surrendered prisoners for crimes of vastly greater magnitude, which they did commit. They were just taking up space here. I thought you'd be glad to know that their sentence will certainly be much more severe under--&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Stop that.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Stop cutting me off Commander.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The glint in Lilian's eyes was enough to make him regret it. He could almost swear he could hear her thundering pulse. Enough to give him the wrong impression.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Begging your pardon Commander. Stop what?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Stop talking about her that way.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Talking about them in what way, Commander?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That! Like ''that!'' Don't think I haven't noticed you putrid fucking shitstain! They, their, them; I didn't give you ''permission'' to ignore the file!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Yes, Commander.&amp;quot; Came the reply. Lilian could hear the air whispering between his teeth, and the quiet hiss was enough to make her gut twist. She was used to getting away with treating all sorts of authority like this, and getting away with it. So why did she feel so helpless threatening this man?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Cancel it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You know I don't have that authority, Commander.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Talk to someone who ''does'' before I lose my ''patience'', like a good little trained monkey.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That's . . . You'll have to sign for that, Commander. And appear before . . . Why are you going out of your way for that Extra? Does she have something you need?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lilian's turn to breathe through her clenched teeth. She could feel bile in the back of her throat.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That's beyond your pay grade, drone.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Very well, Commander. I'll show you the appeals process, and explain the details.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Fine. Fine! Explain it later, though; I don't have time for it right now. I need to see her urgently.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Commander, I'm afraid that won't be possible. The Paladins have extraterritorial right of claim over that particular cell for the next two weeks.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She couldn't breathe. The room spun, and Lilian stumbled by one step; just enough to make the bottles in her bag rattle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That's not acceptable.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I can't change it, Commander.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You can't stop me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That may be true, but I can't stop any of the consequences for doing so, Commander. If you work for the Paladins, you should have even more ample reason not to cross their procedures. I'm sure you're aware of what you could lose if they decide to press charges.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
He said, almost under his breath. &amp;quot;Even if the administration won't.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was true. The admin was happy enough to throw some nasty little ordinary girl; no standing, no magic, no Tradition, no family, no connections, guilty of many crimes against the upper class; into solitary on Lilian's signature. It'd serve her right, they no doubt thought. But by that same apathetic token, it should be no surprise that they'd surrender her so easily. She'd taken advantage of their bigotry, just a little, and that weapon had already cut her hand, never meant to wield it. Of course the Paladins would want their pound of flesh. Even though Ishirou was now up and about, ''talking about Petra like she were less than human, glowing about how he'd found true happiness by giving up his body and his identity, wearing her scars on his face to keep her in check'', a Chevalier was lured out and killed. She wasn't even in the Watch anymore; they wouldn't save her, and Lilian couldn't ask.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But Lilian never wanted her up on murder. Even at the peak of her overwhelming, despairing hatred, even at the worst of her recent behaviour, even when it made her stomach churn with shame and self-directed disgust, she'd never actually wanted Petra up on life charges. She always planned to give her back eventually. Once she was better. Once she ''understood''. Once she'd been broken in like they both wanted. Now, she could only feel that girl slipping out of her fingers; snatched away by the powers above her, the instant they'd finally begun to understand each other. Again, again, when things finally seemed like they might get better; when Lilian could have healed things; someone more ''right'', the ''will'' of the fucking ''people'', had taken it from her. It was all she could do to hold back hot tears, never mind find some way through this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How would she even do that? She could steal into Petra's cell and leave everything she needed, but the discrepancy would be noticed immediately; she could only nauseously curse herself for her own fastidiousness. She could go up the chain, maybe even to Fairfax, to bargain and plead for a special exception, but then they'd assess Petra, and they'd see– they'd know– what happened, and ''then'' what would she do? The only way Lilian could possibly get away with her job, never mind her reputation intact, would be to pin it on whoever visited Petra weeks from now, but even if she sabotaged it and made it a believable fiasco, deniably, as she's always done, that still left Petra there– it left her promise broken. Shattering that sort of pact between two girls like them isn't something Lilian could just undo. If Petra attempted suicide in there, she could intervene, '''instantly'''-- precognition– and fix things up, but– it'd been the worst possible timing to convince that miserable girl to live. No good deed unpunished. No recovery unmaimed. Always always always always always again and again and again and again and&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''§''' ''Everyone is going to see and everyone is going to know and even if Fairfax lets it go, I'll never, ever come back from it. Nothing will ever be the same. I need to run. I need to stage this. I need to never let anyone see it. She's not worth it. I can't go down with Petra. No, she'll go up and I'll fall down, after all this time fighting to stay above water; she's the weight that'll drown me. Everyone will have their day and everyone's right about me and they'll finally catch up and tear me to pieces like they always wanted. I can't stay. She deserves it. She caused all of this. She'd understand why she has to pay.'' '''§'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The man behind the counter could hear the sound of someone choking while swallowing their thoughts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Commander?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I understand. Show me the channels. Right now. Hurry up. Come on! Now!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Y-yes, Commander. Right away Commander.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lilian didn't care about the obvious way he'd been so relieved to scuttle off into the back for a while. She couldn't ever be bothered to learn his name anyways. Gutless sadist. No, she needed that time to . . . to . . .&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;'''----------------------[stop]----------------------'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Lilian doubled over against the kiosk and retched. Hand clamped over her mouth, it took everything she could not to actually throw up. Even if the camera– she took a second glimpse, suddenly paranoid– wouldn't see this, she couldn't afford to make it any more difficult to keep it that way.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Fuck. Fuck. Fuck fuck fuck fuck FUCK!&amp;quot; Lilian screamed. &amp;quot;Oh my god I'm so sorry Petra! I'm ''so sorry!'' I didn't know, I really didn't– they shouldn't have ''done–'' It should have been ''him'', not ''you!&amp;quot;'' Lukewarm sweat on her clammy skin. Enough to make her shaking hand reach into her bag and fumble for a cloth. &amp;quot;Please be okay. Please please please believe. A week or two isn't the end of the world. You'll be fine. It won't be so bad; I promise. Don't hate me. Don't think I've abandoned you. Please just . . .&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Her voice dropped to a hoarse whisper. &amp;quot;Please believe in what I said. Hold tight to the things we shared. I'm not going to leave you Petra; even if everyone else does, I won't. You have to believe in me, for just a little while. I won't let–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
She stopped just to wipe her eyes. &amp;quot;This can't keep ''happening''. I'm so so sick of this! It's always the girls like us! You, Rita, Angela, me. I won't keep passing '''their''' poison around! I'll fix this! I'll end this shitty fucking chain of non-stop year after year misery! All you have to do is hang on until then! I won't let those ''liars'' do this to you ever again!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;'''----------------------[start]----------------------'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Lilian waited in the empty hall, drumming her fingers against the kiosk. She'd have to hide the clutter somewhere. It wouldn't be safe at home. For some reason, she had the prickling premonition that '''he'd''' find it, and Lilian knew better than to second guess when that sense kicked in involuntarily.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Funny. She'd spent all week avoiding her, afraid of seeing her, and now all Lilian could think about was how desperate she get back to Petra.&amp;lt;br&amp;gt;&lt;br /&gt;
She'd stay that way, until . . .&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Our_Hearts_are_Full_of_Their_Poison_(Lilian_Rook)&amp;diff=16859</id>
		<title>Our Hearts are Full of Their Poison (Lilian Rook)</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Our_Hearts_are_Full_of_Their_Poison_(Lilian_Rook)&amp;diff=16859"/>
				<updated>2023-06-11T04:35:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: Created page with &amp;quot;{{Cutscene Header |Date of Scene=2023/06/02 |Location=Undisclosed Phantom Circle Facility |Synopsis=All the cruelty, all the apathy, all the contempt in the world; the consequ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cutscene Header&lt;br /&gt;
|Date of Scene=2023/06/02&lt;br /&gt;
|Location=Undisclosed Phantom Circle Facility&lt;br /&gt;
|Synopsis=All the cruelty, all the apathy, all the contempt in the world; the consequences always wash over the masses that cause it, and trickle down onto girls like us. It pools up around us until we drown.&lt;br /&gt;
&lt;br /&gt;
Don't drown, Petra.&lt;br /&gt;
|Thanks=Petra Soroka, Dimokratia&lt;br /&gt;
}}&lt;br /&gt;
It's been just over a week since Lilian last saw Petra. A week, since she'd resorted to drink to keep from coming apart at the seams, and instantaneously regretted it. It occurred to her yesterday that this might have been the longest she's ever gone without having to deal with Petra in some form; the absence of her presence in her life has started to feel like tinnitus, after all this time. But try as she might, Lilian couldn't bring herself to show her face in front of that girl again. Not the day after, or the day after that, or any day since then.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not that it helped. Leaving her there feels nearly as bad. Hot guilt claws at Lilian's inside throughout every day now, imagining Petra waiting for her, alone, desperate to say something; to have closure to that baffling night of drunken confessions that the both of them deserved months ago. Solitary confinement had felt necessary at the time, when Lilian was still flush with white hot rage and nauseating regret at the death of her friend; before she'd come to resent him in the end. Now, she goes to bed each day, consumed with worry for what Petra might do– might've already done– left there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And yet still, she can't go. There's no way. What on Earth would she say? How would she make any of this right? Every time the courage had risen up inside of her, it'd been immediately squashed by the mere image of Petra reacting to her with fear, or disgust, or hollow, broken acceptance. No matter how many times Lilian told herself it wouldn't be like that, she'd never successfully dispelled the fear of that 'what if'.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only reason she'd set out to that dreadful cell this morning is simple fear of an even deeper, heavier shame. It's been just short of a month, and the precise way that Lilian had hurt her just before shutting her away, she knows, has inescapably chained her to Petra.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stop at the pharmacy had been mandatory. The stops along the way weren't. The time spent shopping around for something approximating a care basket, full of odd things like phone batteries and melatonin gummies, felt completely insane, but it was the only thing Lilian could think of, with 'how in god's name do normal people try to apologize?' on her mind all the while. The time spent on new clothes was somewhere on the borderline, puttering on until Lilian was finally asked why they were in the wrong size, and stopped out of sheer chagrin. The time spent after that was just procrastinating, and on some level she knew it. Cleaning kits for things she meant to stop, an extra bag for things she couldn't take with her, next week's sundries while she's out here and all, and while she's at it, she may as well gather up what she needs to start learning to cook, like she'd been putting off for months.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What was supposed to be a short walk of shame had turned into an entire day of busybodying over the worst girl in the world for her. It should be no matter, after all; everything would be fine as long as she gets there before tomorrow, and the bottles rattling in the bottom of her bag never let Lilian forget how long she could pretend everything would be okay. The final leg, after spending all day preparing for it, passed in silent, mental rehearsal of some ridiculous speech she likely wouldn't even stick to. Anything to feel as if she had any control over this. Anything to entertain the delusion that Petra would forgive her; or anyone else ever again, for that matter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But no matter what, it would be fine. As always, there will be more time. There's all the time in the world. If she couldn't fix it now, Lilian would simply endure it; she'd throw another thing on her plate, get elbows deep in trying to fix it, and wait, and be patient, and grind through it to the end, whether it took days or weeks or years. Just like she always has.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you ''mean'' by ''extradited?!&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;It means that she's being transferred from–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I know what an extradition ''is'' you asinine malingerer! Why is ''my'' prosecution being transferred without my knowledge or consent?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The uniformed man would have remained as grimly apathetic as he had when Lilian had first waved past his checkpoint, but the sound of her anger raised his hackles for all of four seconds before cold fear had gripped him by the instincts instead. Despite being the sort of man who'd work at the Concordat's de-facto blackbag holding facility within the Phantom Circle, this particular visitor had always . . . it was always something about her eyes. The way her bag always jangled a little differently. He'd looked up who she was, after the second time, and the amount of black ink had him on edge ever since.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'&amp;quot;Well?!&amp;quot;' Lilian jolted him out of his freeze response by slamming her hand against the edge of the kiosk. It shook.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;The Commonwealth, ma'am.&amp;quot; he replied, spine stiff, throat too tight to swallow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;We aren't a Commonwealth world! Who cares if they request one?! That's just a ''pretty please!'' Why on god's green Earth would ''anyone'' countermand my authority to offer ''her'' to those fucking nobodies?!&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;The Paladins, specifically, ma'am--&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;Commander.&amp;quot;''&lt;br /&gt;
He didn't dare point out the obvious. &amp;quot;The Paladins, Commander, have formally filed extradition under Commonwealth authority, to have the prisoner transferred and tried for charges in their jurisdiction. Bigger ones, than we had on their record. They're being tried for premeditated murder, resisting arrest, assault on Paladins Elite officers, war crimes against--&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At that exact moment, Lilian's heart jumped into her throat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can presuppose, idiot. I'm a ''Chevalier'' with them. I ''performed'' the arrest!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Then, I'm sure you'll know that we remain committed to fostering positive relationships with the organization, and the reasons for which the Concordat has taken this approach. Besides, we've typically surrendered prisoners for crimes of vastly greater magnitude, which they did commit. They were just taking up space here. I thought you'd be glad to know that their sentence will certainly be much more severe under--&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Stop that.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Stop cutting me off Commander.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The glint in Lilian's eyes was enough to make him regret it. He could almost swear he could hear her thundering pulse. Enough to give him the wrong impression.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Begging your pardon Commander. Stop what?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Stop talking about her that way.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Talking about them in what way, Commander?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That! Like ''that!'' Don't think I haven't noticed you putrid fucking shitstain! They, their, them; I didn't give you ''permission'' to ignore the file!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Yes, Commander.&amp;quot; Came the reply. Lilian could hear the air whispering between his teeth, and the quiet hiss was enough to make her gut twist. She was used to getting away with treating all sorts of authority like this, and getting away with it. So why did she feel so helpless threatening this man?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Cancel it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You know I don't have that authority, Commander.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Talk to someone who ''does'' before I lose my ''patience'', like a good little trained monkey.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That's . . . You'll have to sign for that, Commander. And appear before . . . Why are you going out of your way for that Extra? Does she have something you need?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lilian's turn to breathe through her clenched teeth. She could feel bile in the back of her throat.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That's beyond your pay grade, drone.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Very well, Commander. I'll show you the appeals process, and explain the details.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Fine. Fine! Explain it later, though; I don't have time for it right now. I need to see her urgently.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Commander, I'm afraid that won't be possible. The Paladins have extraterritorial right of claim over that particular cell for the next two weeks.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She couldn't breathe. The room spun, and Lilian stumbled by one step; just enough to make the bottles in her bag rattle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That's not acceptable.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I can't change it, Commander.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You can't stop me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;That may be true, but I can't stop any of the consequences for doing so, Commander. If you work for the Paladins, you should have even more ample reason not to cross their procedures. I'm sure you're aware of what you could lose if they decide to press charges.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
He said, almost under his breath. &amp;quot;Even if the administration won't.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was true. The admin was happy enough to throw some nasty little ordinary girl; no standing, no magic, no Tradition, no family, no connections, guilty of many crimes against the upper class; into solitary on Lilian's signature. It'd serve her right, they no doubt thought. But by that same apathetic token, it should be no surprise that they'd surrender her so easily. She'd taken advantage of their bigotry, just a little, and that weapon had already cut her hand, never meant to wield it. Of course the Paladins would want their pound of flesh. Even though Ishirou was now up and about, ''talking about Petra like she were less than human, glowing about how he'd found true happiness by giving up his body and his identity, wearing her scars on his face to keep her in check'', a Chevalier was lured out and killed. She wasn't even in the Watch anymore; they wouldn't save her, and Lilian couldn't ask.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But Lilian never wanted her up on murder. Even at the peak of her overwhelming, despairing hatred, even at the worst of her recent behaviour, even when it made her stomach churn with shame and self-directed disgust, she'd never actually wanted Petra up on life charges. She always planned to give her back eventually. Once she was better. Once she ''understood''. Once she'd been broken in like they both wanted. Now, she could only feel that girl slipping out of her fingers; snatched away by the powers above her, the instant they'd finally begun to understand each other. Again, again, when things finally seemed like they might get better; when Lilian could have healed things; someone more ''right'', the ''will'' of the fucking ''people'', had taken it from her. It was all she could do to hold back hot tears, never mind find some way through this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How would she even do that? She could steal into Petra's cell and leave everything she needed, but the discrepancy would be noticed immediately; she could only nauseously curse herself for her own fastidiousness. She could go up the chain, maybe even to Fairfax, to bargain and plead for a special exception, but then they'd assess Petra, and they'd see– they'd know– what happened, and ''then'' what would she do? The only way Lilian could possibly get away with her job, never mind her reputation intact, would be to pin it on whoever visited Petra weeks from now, but even if she sabotaged it and made it a believable fiasco, deniably, as she's always done, that still left Petra there– it left her promise broken. Shattering that sort of pact between two girls like them isn't something Lilian could just undo. If Petra attempted suicide in there, she could intervene, '''instantly'''-- precognition– and fix things up, but– it'd been the worst possible timing to convince that miserable girl to live. No good deed unpunished. No recovery unmaimed. Always always always always always again and again and again and again and&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''§''' ''Everyone is going to see and everyone is going to know and even if Fairfax lets it go, I'll never, ever come back from it. Nothing will ever be the same. I need to run. I need to stage this. I need to never let anyone see it. She's not worth it. I can't go down with Petra. No, she'll go up and I'll fall down, after all this time fighting to stay above water; she's the weight that'll drown me. Everyone will have their day and everyone's right about me and they'll finally catch up and tear me to pieces like they always wanted. I can't stay. She deserves it. She caused all of this. She'd understand why she has to pay.'' '''§'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The man behind the counter could hear the sound of someone choking while swallowing their thoughts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Commander?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I understand. Show me the channels. Right now. Hurry up. Come on! Now!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Y-yes, Commander. Right away Commander.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lilian didn't care about the obvious way he'd been so relieved to scuttle off into the back for a while. She couldn't ever be bothered to learn his name anyways. Gutless sadist. No, she needed that time to . . . to . . .&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;'''----------------------[stop]----------------------'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Lilian doubled over against the kiosk and retched. Hand clamped over her mouth, it took everything she could not to actually throw up. Even if the camera– she took a second glimpse, suddenly paranoid– wouldn't see this, she couldn't afford to make it any more difficult to keep it that way.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Fuck. Fuck. Fuck fuck fuck fuck FUCK!&amp;quot; Lilian screamed. &amp;quot;Oh my god I'm so sorry Petra! I'm ''so sorry!'' I didn't know, I really didn't– they shouldn't have ''done–'' It should have been ''him'', not ''you!'' Lukewarm sweat on her clammy skin. Enough to make her shaking hand reach into her bag and fumble for a cloth. &amp;quot;Please be okay. Please please please believe. A week or two isn't the end of the world. You'll be fine. It won't be so bad; I promise. Don't hate me. Don't think I've abandoned you. Please just . . .&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Her voice dropped to a hoarse whisper. &amp;quot;Please believe in what I said. Hold tight to the things we shared. I'm not going to leave you Petra; even if everyone else does, I won't. You have to believe in me, for just a little while. I won't let–&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
She stopped just to wipe her eyes. &amp;quot;This can't keep ''happening''. I'm so so sick of this! It's always the girls like us! You, Rita, Angela, me. I won't keep passing '''their''' poison around! I'll fix this! I'll end this shitty fucking chain of non-stop year after year misery! All you have to do is hang on until then! I won't let those ''liars'' do this to you ever again!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;'''----------------------[start]----------------------'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Lilian waited in the empty hall, drumming her fingers against the kiosk. She'd have to hide the clutter somewhere. It wouldn't be safe at home. For some reason, she had the prickling premonition that '''he'd''' find it, and Lilian knew better than to second guess when that sense kicked in involuntarily.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Funny. She'd spent all week avoiding her, afraid of seeing her, and now all Lilian could think about was how desperate she get back to Petra.&amp;lt;br&amp;gt;&lt;br /&gt;
She'd stay that way, until . . .&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16858</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16858"/>
				<updated>2023-05-15T22:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Commands Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
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'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player. Archetypes are visible to other players.&lt;br /&gt;
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'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
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'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
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'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
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'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
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'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
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'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
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'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
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::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
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'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
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'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
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The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
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''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
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==Core Concepts==&lt;br /&gt;
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[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
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'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
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'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''&amp;gt;aid &amp;lt;name&amp;gt;/&amp;lt;level&amp;gt;:&amp;lt;stat&amp;gt;''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''sister'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.&lt;br /&gt;
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'''EX: Support Actions:''' Some Archetypes have the ability to further support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
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By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
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For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
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A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
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Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
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==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
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When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
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When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
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'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
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::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to suck the joy out of building and specializing a character, and should be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
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Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&lt;br /&gt;
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'''Own Character Participation:''' We ask that scene-runners refrain from adding their own character to a coded battle against the NPC they are controlling. While technically sound within the csys, further escalating the value of &amp;gt;boss to account for your own PC serves only to diminish the impact and agency of other attendees to your scene, as well as tie up time and focus with what amounts to playing with yourself. If you wish to mechanically represent your character's salient contributions to a battle, rather than take them as assumed, it should suffice to simply join them to the Party, in order to lend their Assist. If you would like greater drama and emphasis to come from the players cooperating with your character, we strongly suggest the use of '''GM commands'''.&amp;lt;br&amp;gt;&lt;br /&gt;
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==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
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The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
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'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
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While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
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Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
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==Stance on Combat RP==&lt;br /&gt;
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'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
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That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
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In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
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'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
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To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
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The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
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'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
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'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/mantle &amp;lt;List ID&amp;gt;/&amp;lt;Individual ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;List ID&amp;gt; references the number seen at the top of the public Armory section.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Individual ID&amp;gt; references the number seen next to the Mantle in the public Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified public Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;aid &amp;lt;Target&amp;gt;/&amp;lt;#&amp;gt;:&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the character you are aiding.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the aid level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; must be either Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
A list of public mantles can be seen with the -&amp;gt; &amp;gt;armory &amp;lt;- command.&lt;br /&gt;
&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16857</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16857"/>
				<updated>2023-04-13T01:03:22Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Combat Profiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
&lt;br /&gt;
'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
&lt;br /&gt;
'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
&lt;br /&gt;
'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
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::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
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'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
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'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
&lt;br /&gt;
The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
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==Core Concepts==&lt;br /&gt;
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[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
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'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
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'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''&amp;gt;aid &amp;lt;name&amp;gt;/&amp;lt;level&amp;gt;:&amp;lt;stat&amp;gt;''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''sister'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.&lt;br /&gt;
&lt;br /&gt;
'''EX: Support Actions:''' Some Archetypes have the ability to further support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
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Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
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==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
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When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
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'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
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::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to suck the joy out of building and specializing a character, and should be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
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Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&lt;br /&gt;
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'''Own Character Participation:''' We ask that scene-runners refrain from adding their own character to a coded battle against the NPC they are controlling. While technically sound within the csys, further escalating the value of &amp;gt;boss to account for your own PC serves only to diminish the impact and agency of other attendees to your scene, as well as tie up time and focus with what amounts to playing with yourself. If you wish to mechanically represent your character's salient contributions to a battle, rather than take them as assumed, it should suffice to simply join them to the Party, in order to lend their Assist. If you would like greater drama and emphasis to come from the players cooperating with your character, we strongly suggest the use of '''GM commands'''.&amp;lt;br&amp;gt;&lt;br /&gt;
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==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
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The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
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'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
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While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
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Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
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==Stance on Combat RP==&lt;br /&gt;
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'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
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That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
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In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
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'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
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To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
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The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
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'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
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'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
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'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
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==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;aid &amp;lt;Target&amp;gt;/&amp;lt;#&amp;gt;:&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the character you are aiding.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the aid level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; must be either Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
A list of public mantles can be seen with the -&amp;gt; &amp;gt;armory &amp;lt;- command.&lt;br /&gt;
&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16843</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16843"/>
				<updated>2023-02-04T22:42:59Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Eradication: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16842</id>
		<title>Advantages</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Advantages&amp;diff=16842"/>
				<updated>2023-02-04T19:34:53Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Rules on Trappings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__toc__&lt;br /&gt;
&lt;br /&gt;
=What Advantages Are=&lt;br /&gt;
&lt;br /&gt;
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff &amp;quot;please&amp;quot;, or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:&lt;br /&gt;
&lt;br /&gt;
'''Breadth of Advantages:''' The Advantages system establishes an objective point against which the conceptual fullness of a character can be judged and agreed on. This prevents the Saiyan Jedi Fairy Princess Dragon Rider Keyblade Wielder of the Justice League singularity of characters who continually accrue new things through play for a long time.&lt;br /&gt;
&lt;br /&gt;
'''Narrative impact of Advantages:''' The Advantages system establishes what a character Actually Does on the grid, how central doing them is to the character, and how effective they can expect those things to be in narrative. This communicates how the character plays out, and is agnostic of special theme hierarchies, power levels, numbers, or measurements.&lt;br /&gt;
&lt;br /&gt;
Using the framework below, a player maps out the major things that the character can do, in the sense of &amp;quot;stunts&amp;quot;, &amp;quot;special actions&amp;quot;, &amp;quot;contextual buttons&amp;quot;, etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.&lt;br /&gt;
&lt;br /&gt;
In essence, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.&lt;br /&gt;
&lt;br /&gt;
==Advantage Structure==&lt;br /&gt;
&lt;br /&gt;
The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent &amp;quot;Advantage power&amp;quot;, but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:&lt;br /&gt;
 &lt;br /&gt;
●: A one Pip Advantage is a trait, tool, ability, or skill, suitable for solving problems outside the scope of what an average person can handle. The character can expect to successfully deal with minor and moderate challenges, but struggle to deal with serious obstacles with only these Advantages.&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like Jotaro's physical strength and toughness, Kamina's swordsmanship, Doctor Strange's medical genius, Kirito's ALO avatar spells, Zuko's lightning redirection ability, Emiya Shirou's reinforcement magecraft, Steve Rogers' firearms training, and similar.''&lt;br /&gt;
&lt;br /&gt;
●●: A two Pip Advantage is one of the character's strong points, which allow them to tackle the broad variety of challenges they face with reliable success. The character might be able to get by without these Advantages for a while, but they're valuable and effective tools in their kit.&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like Batman's batmobile, Link's secondary gadgets such as the hookshot/mirror shield/hover boots, Captain Picard's phaser, Cloud Strife's Materia magic, Anakin's starfighter piloting, Leon Kennedy's stunt driving, Weiss Schnee's summoning ability, and similar.''&lt;br /&gt;
&lt;br /&gt;
●●●: A three Pip Advantage is something iconic, central, and/or defining to the character. These Advantages claim the lion's share of a character's narrative weight, are likely where a character has sunk most of their focus and/or potential, and they would be unrecognizable without them. These can be expected to suffice in any situation where it's reasonable for a PC to succeed with hard work.&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like Superman's superhuman physique and flight, Darth Vader's lightsaber skills and Force powers, Goku's martial arts and ki techniques, Saber's Excalibur, Tony Stark's Iron Man suits, Solid Snake's stealth skills, Alucard's immortality, and similar.''&lt;br /&gt;
&lt;br /&gt;
None: An Advantage without any Pips is an Incidental Advantage. It has no important function in scenes. It exists as pure flavor, VFX, a neat benefit that doesn't meaningfully translate to an advantage in RP, or something with borderline superfluous utility.&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like Sonic's skating skills, John Egbert's absurd inventory mechanics, C3P0's language and diplomacy protocols, Frieza being able to breathe in space, and similar.''&lt;br /&gt;
&lt;br /&gt;
4/5●: A four or five Pip Advantage is an area of excessive hyperfocus where the character overwhelmingly specializes. They're exceptionally impressive in use, but mostly indicate when a character has pushed a single capacity well beyond the point necessary to overcome related challenges. These usually belong to extremely narratively focused characters as their One Thing.&lt;br /&gt;
&lt;br /&gt;
''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always &amp;quot;extra&amp;quot;'''; the only new functionality they enable is self-starting, out of scope ideas.''&lt;br /&gt;
&lt;br /&gt;
''Examples of these look like the Incredible Hulk's strength, the Flash's speed, Wolverine's regeneration, Rock Lee's taijutsu, Megaman's mega buster, and similar.''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
All characters have '''38''' Pips in total. This can be increased to a small extent by the addition of Flaws, as described in our [[Disadvantages|Disadvantages article]]. There isn't any strict policy by which we dictate where a character is allowed to put theirs in which powers; a large part of applying for Advantages comes down to the player's perception of which things are most important or fun about a character.&lt;br /&gt;
&lt;br /&gt;
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.&lt;br /&gt;
&lt;br /&gt;
It costs '''2''' Pips to push an Advantage above ●●●, and another '''2''' above ●●●●.  No more than '''8''' Pips can be spent pushing any Advantages above ●●●. In practice, this means that if a character has any ●●●● or ●●●●● Advantages at all, the maximum is 5/5, 5/4/4, or 4/4/4/4.&lt;br /&gt;
&lt;br /&gt;
A character with fewer Advantages, who doesn't spend all of their Pips, can convert the rest to ''Vanity Pips''. As per their name, Vanity Pips don't do anything concrete, but they highlight and emphasize which Advantages matter most, and should be given some extra spotlight where possible. Any Advantage can have any number of Vanity Pips, which don't cost extra above ●●●.&lt;br /&gt;
&lt;br /&gt;
In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing [[Advantages#Rules on Trappings|Advantage trappings]], but otherwise, the player can write whatever they like.&lt;br /&gt;
&lt;br /&gt;
Characters may also elect to use a small number of pre-written Advantages of generally minor or factionally aligned distinction, called Sub-Advantages, using a separate pool of '''4''' Pips, which may be increased slightly in the same way. The list of available Sub-Advantages is available further down.&lt;br /&gt;
&lt;br /&gt;
==Applying for Advantages==&lt;br /&gt;
&lt;br /&gt;
All Advantages should also be organized into thematically related groups, labeled with a header. This can include its own flavor or fluff text, but at bare minimum, it needs a title. You can group Advantages however you like, but don't leave loose Advantages scattered around the section on their own, or Advantages without trappings.&lt;br /&gt;
&lt;br /&gt;
Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.&lt;br /&gt;
&lt;br /&gt;
Trappings should '''not use theme-specific jargon'''. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.&lt;br /&gt;
&lt;br /&gt;
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a &amp;quot;Peerless master swordsman, unmatched by any man&amp;quot; on a ● Advantage is self-evidently dumb.&lt;br /&gt;
If an Advantage name ends with an extender ('''Advantage - Category''') then you need to name what it applies to. The same Advantage may be bought multiple times with different categories. Other Advantages cannot; ''please don't add category extenders to Advantages that don't have them''.&lt;br /&gt;
&lt;br /&gt;
An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our &amp;quot;something happens is better than nothing happens&amp;quot; policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than &amp;quot;something to work with&amp;quot;, if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.&lt;br /&gt;
 &lt;br /&gt;
Some Advantages come with a '''Surcharge'''. These are Advantages with much greater ability to bend roleplay around them than most. To buy this Advantage at ● or higher, the character has to pay an amount of extra Pips. Other advantages might have a '''Credit''', which makes it less costly to bring niche Advantages up to a valuable level. These are free Pips automatically added to the Advantage once it reaches ●. Only the base number of Pips spent on the Advantage, without the Credit, counts towards any limits on how many Advantages of what rating a character may possess.&lt;br /&gt;
&lt;br /&gt;
=Advantage Formatting=&lt;br /&gt;
&lt;br /&gt;
A complete Advantage grouping looks like:&lt;br /&gt;
&lt;br /&gt;
Black Magic:&lt;br /&gt;
&lt;br /&gt;
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.&lt;br /&gt;
&lt;br /&gt;
Combat Options***(*): Black Mage can fire blasts of fire, ice, and lightning to defeat his enemies, as well as damaging toxic and non-elemental energies, usually being projectiles and explosions.&lt;br /&gt;
&lt;br /&gt;
Debilitation**: In addition to damage, Black Mage can use the elements to weaken and hinder foes, such as lingering burns with fire, slowing cold auras with ice, brief stuns with lightning, etc.&lt;br /&gt;
&lt;br /&gt;
Field Shaping*: (Combat Options***:) Lastly, Black Mage can manipulate the field of battle by creating spires of ice, walls of fire, toxic miasmas, and other such elemental hazards and terrain.&lt;br /&gt;
 &lt;br /&gt;
'''''Use this formatting'''''. Character generation is mostly processed automatically, and making up your own special formatting breaks the code unless we meticulously edit it by hand.&lt;br /&gt;
&lt;br /&gt;
As shown, headers go above header text, which goes above Advantages names. Advantages each go on their own lines, unless desired if their functions naturally blend together and their trappings are clear in which Advantages they're referencing. Pips are noted with *s and go after the Advantage name and before the colon. Trappings go in-line with the Advantage name. Vanity pips go inside parentheses. Any Redundant Advantages go ''fully inside parentheses''.&lt;br /&gt;
 &lt;br /&gt;
==Minimum Expectation==&lt;br /&gt;
&lt;br /&gt;
When filling out your Advantages section, '''carefully read the entry for any Advantages you choose''', and '''fulfill their requirements''' (if any). Applications with Advantages that fail to clearly meet any inherent requirements will be sent back for revisions with ''pretty much just a direct pointer to the requirements being flubbed''. Since the minimum rules are right next to the Advantage's own name, staff aren't expected to reiterate and reexplain basic rules in every reply to every email. Staff offers detailed help for issues that aren't explicitly or implicitly pre-explained by these rules.&lt;br /&gt;
&lt;br /&gt;
==Non-Advantages==&lt;br /&gt;
&lt;br /&gt;
Some staple fictional powers don't appear in the Advantage list because the power itself doesn't doesn't do anything specific. Powers like shapeshifting, transfiguration, super inventing, or having a doom fortress, are examples. These describe a broad thematic with a number of possible functions, and those functions themselves are the Advantages, such as the abilities of the forms a shapeshifter can turn into, or the utilities of the doom fortress they have.&lt;br /&gt;
&lt;br /&gt;
Access to things that anyone should be able to get, or which just don't ever matter, is also beneath the Advantage system. Nobody needs an Advantage to have a car, own a place to live, or carry tools a civilian could legally acquire.&lt;br /&gt;
&lt;br /&gt;
==Redundant Advantages==&lt;br /&gt;
Advantages are concerned only with what the character does as a whole, and so they naturally compress otherwise extensive lists of powers or items into single entries that represent all of them. If it's difficult to group conceptually related Advantages without up bringing an Advantage you already have, you can reference it as a Redundant Advantage, which can be repeated '''at the same Pip rating or lower''' at no cost. For example, if a character has a grouping all about their personal combat tech with Combat Options to represent their firearms, and then a grouping all about their battle mecha, it's acceptable to repeat the Combat Options Advantage (in parenthesis) if they want the mecha entry to reference it having a pile of mecha firearms.&lt;br /&gt;
&lt;br /&gt;
As a universal rule, characters are always assumed to have access to basic traits required to usefully exercise their Advantages. No Advantage requires another Advantage to work.&lt;br /&gt;
&lt;br /&gt;
=Advantages A-K=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages A-K'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted. They are generally resistant or immune to both ordinary damage coming from the environment, and other health or safety risks posed by it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of environments, and/or greater protective strength against them.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adaptation confers protection, not perfect suitability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc. In some cases, '''Toughness''' or '''Resistance''' may allow a character to survive a danger in the environment that they otherwise couldn't, due to their heightened ability to handle damage, though the ability to handle damage won't eliminate the overall threat of hazardous environments. &lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Information of greater breadth, detail, and/or obscurity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Anti - Power Genre'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A well-defined &amp;quot;genre&amp;quot; of power that this Advantage applies to which is significantly more specific than universal catchalls like &amp;quot;magic&amp;quot; or &amp;quot;technology&amp;quot;, and at least implicitly how another character would get around it (for instance, moving out of a suppression field).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Stronger interference.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Arsenal - Melee/Ranged/Named'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful or more complex special attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Melee''' strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Ranged''' can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Target'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● for no more than two Banes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of &amp;quot;fighting an enemy&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The trope kind of expertise that usually goes with the &amp;quot;monster hunter&amp;quot; archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buffs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The specific arena(s) of effort the character can improve upon.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Combat Options'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at &amp;quot;a heat seeking missile&amp;quot; or &amp;quot;chain lightning&amp;quot;. The character is presumed to be competent enough at using this Advantage to be an effective attacker.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Control Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is immune to being subjected to mind-altering effects. This can be a result of incredible willpower, psychic insulation technology, etc. This advantage is distinct from Reading Immunity and Intrusion Immunity in that it prevents the user from being controlled or altered, but not mind reading as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-altering effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy &amp;quot;do not have Advantages&amp;quot;, a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a strong resilience to all mind control and equivalent effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character would possess both this Advantage and '''Reading Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage can only be purchased for ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Increases number of possible Contracts and how many pips of Advantages are shared.&amp;lt;br&amp;gt;Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Conveniences'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than &amp;quot;what a middle-class citizen of New York would carry on their person&amp;quot;, such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of &amp;quot;taking damage&amp;quot;, beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Healing'' at ●● or higher. Only one Credit may be claimed between Cure and Healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Debilitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater variety and/or potency of effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' An effect that would take someone completely out of an interaction, like &amp;quot;realistic&amp;quot; paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic &amp;quot;poison&amp;quot; or &amp;quot;burn&amp;quot; conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&amp;amp;D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that &amp;quot;fails the save&amp;quot; is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● There's absolutely no point to an Incidental Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', '''Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Defensive Paradigm'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.&amp;lt;br&amp;gt;&lt;br /&gt;
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on &amp;quot;everything, unless&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Who or what the character can disguise themself as.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonating another PC.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More convincing and comprehensive disguises. A simple &amp;quot;alter ego&amp;quot; is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being &amp;quot;disguised&amp;quot; as a bush or something.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to gain entry to harder to reach areas.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to pick up on some sort of sensory &amp;quot;cue&amp;quot; or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&amp;amp;D &amp;quot;detect spells&amp;quot;,  fit the bill here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like &amp;quot;night vision goggles&amp;quot; doesn't necessitate one. This cannot simply be declaring a target of choice and writing &amp;quot;I sense it&amp;quot;; being able to sense auras of evil-aligned magic is not the same as &amp;quot;I sense evil people&amp;quot;. The sole exception is the common and generic &amp;quot;I can see ghosts&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a &amp;quot;cue&amp;quot;). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' How the character can influence the field, in a strongly bound way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater range of effects and/or alterations of greater scope.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Flight'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Access to more secure devices and greater control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The complete, dictatory hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten &amp;quot;for free&amp;quot; with this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms. Targets are not necessarily required to be strictly organic.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''N/A &amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Cure''' at ●● or higher. Only one Credit may be claimed between Healing and Cure.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing &amp;quot;status effects&amp;quot; or things like diseases.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of where the Advantage can gain information and of what kind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ●●● for obtaining information about things one or more scenes in advance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minimum ● otherwise. Hint cannot be an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Illusions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of what can be faked, and what can give them away.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Impersonations of other PCs.&lt;br /&gt;
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immortality'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a &amp;quot;Catch&amp;quot;; a set of criteria where the character can actually die for real, or is otherwise &amp;quot;not a Player Character anymore&amp;quot;; there is no infallible immortality on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●, Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Imperishable'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Which basics the character is not affected by.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Imperishable is always an Incidental Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The corner case of &amp;quot;not needing air&amp;quot; can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Immunize'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Regeneration''' at ●● or higher. Only one Credit may be claimed between Immunize and Regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back &amp;quot;HP&amp;quot; or restore damage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Incapacitation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or &amp;quot;remove from combat&amp;quot; conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Making transformations to other characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Dealing more &amp;quot;incapacitation damage&amp;quot;, in terms of applying it more swiftly and reliably.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intangibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&amp;amp;D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be &amp;quot;unattackable&amp;quot; is automatically susceptible to all attacks the character usually is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' The ability to pass through more &amp;quot;restrictive&amp;quot; or &amp;quot;defensive&amp;quot; objects. The physical characteristics, like density or weight, don't matter narratively.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character becomes intangible primarily for the purposes of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are likely more appropriate.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Intrusion Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard &amp;quot;opt out&amp;quot; of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' In certain cases, it might be plausible to cure or shrug off &amp;quot;mental status effects&amp;quot; inflicted by mental influences, using specialized '''Cure''' or '''Immunize''' instead of needing this Advantage. These other Advantages never reject the primary effects of things like '''Mind Control''', '''Mind Reading''', or '''Mental Intrusion''', but may be justified in healing harmful madness, trauma, delusions, etc. Furthermore, characters who have an immunity or especially strong resistance to having their thoughts controlled or altered, or read in some way, would want to opt for '''Control Immunity''' or '''Reading Immunity''' instead. The Advantages are intentionally there to be more affordable ways of representing a character with special mental resilience; most characters will not require the fully costed blanket package. &lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Invisibility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:'''  Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague &amp;quot;knows a lot about a thing&amp;quot; won't fly; it has to have examples of an obvious impact.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Broader and more detailed knowledge with greater practical impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Trivially accessible knowledge is something any character can have.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Advantages M-W =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Advantages M-W'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mental Intrusion'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' What types of influence the character has with minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful and/or flexible effects.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Control'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing  or editing memories.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of which kinds of control the character has over minds.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful mind control.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mind Reading'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' An idea of what information the Mind Reading extends to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''More far reaching and accurate information gathered.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character bit has the use of one or more entities besides the named central character themself. These &amp;quot;extra&amp;quot; beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful, effective, and generally relevant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.&amp;lt;br&amp;gt;&lt;br /&gt;
●● NPCs are comparable to a &amp;quot;miniboss&amp;quot; or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.&amp;lt;br&amp;gt;&lt;br /&gt;
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● NPCs can't be completely stronger or better than PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Power Copy - Derivative/Mirror'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to make use of the Advantages of another character or the attributes and abilities of another target, in some form or imitation. Because Power Copying is an Advantage that can be almost any other Advantage, the full details of [[Power Copy|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:'''Power Copy - Derivative is always ●●● and Power Copy - Mirror is always ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ●●●● for power Copy - Derivative, ●● for Power Copy - Mirror.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Quantum Solution'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever &amp;quot;not being used&amp;quot;. Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Always.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Quantum Solution is always ●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Reading Immunity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to block out attempts to read their mind, directly or by similar dictatorial means of information gathering about their thoughts. This advantage is distinct from Control Immunity and Intrusion Immunity in that it prevents the user from having their minds read, but not being controlled or mentally altered as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-reading effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy &amp;quot;do not have Advantages&amp;quot;, a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a serious obfuscation to various mind reading and equivalent effects.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●● Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character would possess both this Advantage and '''Control Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Regeneration'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns &amp;quot;HP loss&amp;quot; and only strictly related symptoms.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the character already possesses '''Immunize''' at ●● or higher. Only one Credit may be claimed between Regeneration and Immunize.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective healing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off &amp;quot;status effects&amp;quot; done to the character.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Manipulation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More precise and varied manipulation at distance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A criteria that determines valid places for the character to view, as opposed to &amp;quot;the entire Multiverse.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' Spying on PCs without their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A metric by which Repair is more limited than &amp;quot;any object fully and instantly.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Faster, more complete, more varied repairs.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Source'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&amp;amp;D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. See some examples of valid categories in the appropriate section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More powerful resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resurrection'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing. The criteria should ideally be clean and easy to judge, so that the distinction is quickly apparent and simple to both GM and roleplay around.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Resurrection is always ●●●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely &amp;quot;defeated&amp;quot;, dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are &amp;quot;clinically&amp;quot; dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skeleton Catch'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. The target cannot be brought back to life by any means, including fiats of plot, or powers that aren't technically either Immortality or Resurrection. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill  NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Skeleton Catch is not in of itself a mechanism of killing things. It doesn't pierce '''Toughness''', negate '''Regeneration''', or otherwise factor into how easy it is to kill a target; you still require the means to finish them off first, such as '''Combat Options''' or '''Weapon Mastery'''. If you don't know what a Catch is, read '''Immortality'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Skill - Field'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; &amp;quot;does magic&amp;quot; could mean anything.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater capability to accomplish difficult tasks&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Share Powers'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ● if he character already possesses Contract at ●● or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Speed'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&lt;br /&gt;
'''Related:''' To get around places really well, rather than just really fast, use '''Mobility'''. If the character only has some sort of super fast defense, see '''Defensive Paradigm''' for things like precognitive dodging or parrying bullets.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Split Actions'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively &amp;quot;doubling their attendance&amp;quot;. This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minimum:''' This Advantage is always ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers &amp;quot;doing things stealthily&amp;quot; as a whole, rather than just moving around unnoticed.  Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' More effective stealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of '''Invisibility'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Strength'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Superhumanity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being &amp;quot;generically&amp;quot; all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To emphasize a particular attribute instead of a whole, &amp;quot;generic&amp;quot; package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Survival Skills'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to &amp;quot;living off the land&amp;quot;, or else abilities that trivialize it, like creating food and clean water with magic&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.&lt;br /&gt;
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{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Teleportation'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:'''  The limitations to where the character can teleport, essentially a description of why the character can't teleport &amp;quot;anywhere and everywhere in the Multiverse&amp;quot;. The trappings cannot be written along the lines of the character &amp;quot;being so fast they move instantly&amp;quot;, or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of &amp;quot;flash step&amp;quot; or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than &amp;quot;get to point B&amp;quot; seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Temporal Acceleraton'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Applicability to more narratively impactful targets.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum ●●● including Credit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Loops'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much &amp;quot;being further along the line&amp;quot; matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Minimum ●●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of &amp;quot;the progression of time being able to solve it&amp;quot;. For a &amp;quot;silver bullet&amp;quot; to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Time Stop'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of &amp;quot;super speed&amp;quot;, differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the &amp;quot;super fast&amp;quot; adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs &amp;quot;a save&amp;quot;, as per our Intensity of Effect rules.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures  and Homura Akemi from Puella Magi Madoka, are credible examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Surcharge:''' ● for ● Time Stop, ●● for ●● Time Stop, ●●● for ●●● or higher Time Stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply &amp;quot;be invisible&amp;quot; for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things &amp;quot;without anyone knowing it happened&amp;quot;, instead of just &amp;quot;without anyone seeing the character do it&amp;quot;.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Toughness'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just happen to have a lot of spare blood and are good at ignoring pain, what matters is that they have significantly greater metaphorical HP, and can take a lot more damage before falling.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater defensive strength. This may render lesser attacks largely or completely ineffective, but most of the strength of rating goes into not falling over when hit with what would be large amounts of damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' To be &amp;quot;too tough&amp;quot; to suffer ambient conditions or hazards, the character needs '''Adaptation'''. For powerful or full protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is &amp;quot;tough&amp;quot; because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. These Advantages are typically better at mitigating or negating damage, and less applicable to taking it.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Unlimited Activity'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The resource or resources the character has in abundance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Vehicle Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Water Prowess'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Credit:''' ●●&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Weapon Mastery - Type'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more &amp;quot;just for show&amp;quot; than usual.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required:''' N/A&amp;lt;br&amp;gt;&lt;br /&gt;
'''Investment:''' Greater wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advantage Category Examples=&lt;br /&gt;
&lt;br /&gt;
Advantages with - Categories are bounded to a maximum limit of what they can contain in one Advantage. This involves a small but necessary degree of eyeballing, to keep things relatively even, instead of allowing Advantages like Resistance - Everything. To help judge acceptable categories at a glance, we've listed a number of examples below. These are not complete entries. The categories themselves are valid, but the contents aren't trappings. Don't copypaste the whole thing.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.&lt;br /&gt;
&lt;br /&gt;
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.&lt;br /&gt;
&lt;br /&gt;
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.&lt;br /&gt;
&lt;br /&gt;
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.&lt;br /&gt;
&lt;br /&gt;
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.&lt;br /&gt;
 &lt;br /&gt;
This Advantage may contain categories that are extremely variable on a theme to theme basis, or categories that are so narrow they apply with a great degree of cross-theme lenience, such as:&lt;br /&gt;
&lt;br /&gt;
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. Common subjects are demons, vampires, evil spirits, corrupt gods, the undead, dark magic users, etc. but its massive reach into so much space means that it's at the mercy of a theme's internal conceits. A vampire might be cursed and unholy in one world, but what is blatantly a vampire in another may be some kind of disease or mutation and have no such stigma.&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.&lt;br /&gt;
|}&lt;br /&gt;
==Immortality==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:&lt;br /&gt;
&lt;br /&gt;
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up (&amp;quot;nobody could have survived that fall&amp;quot;). It's worth noting that this kind of Immortality is easy to accidentally undershoot, and may sometimes be affected by other Advantages. If the character would perish from falling into a lava trap, they certainly don't have Immortality ●●● of this kind.&lt;br /&gt;
&lt;br /&gt;
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.&lt;br /&gt;
&lt;br /&gt;
'''Immortality Juice:''' The character keeps coming back to life until they can’t anymore. The character could have extra lives, a lottery on whether it works, resurrecting could be draining to their stamina or magic reserves, etc. At ●●● it would probably take a concerted effort to trap or track, and repeatedly kill the character for a while. At ●● it has a plausible chance of wearing out in an especially prolonged fight, or enough of a failure chance that the character thinks twice about dying in general. At ● they're looking at probably just once or twice depending on how easily killed they are, and can't have it based on random chance. Alucard from Hellsing and Fujiwara no Mokou from Touhou are examples of this Catch.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Bar:''' The character only returns from death if specific circumstances are met. They may have had to die while acting a certain way, in a possession of a certain object, in defense of a certain cause, or only if they can pass some sort of bar of entry that a character could reasonably interfere with, such as retrieving their corpse. At ●●● it would rarely or never fail on its own, and require deliberate effort and setup to enforce a scenario where it would. A ●● could provide broad scenarios where the Immortality is basically guaranteed to work, but will have its reliability be in question in some non-irrelevant cases. At ● it can be threatened by circumstances that are common to high threat scenarios, or a wide variety of uncommon ones.&lt;br /&gt;
&lt;br /&gt;
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.&lt;br /&gt;
&lt;br /&gt;
'''Achilles Heel:''' The character is only killed for good when exposed to, or killed by, a certain class of attack, object, stimuli, etc. They might only die when burned to death, by a silver blade, under the light of the sun, specifically when decapitated, etc. This is graded by how obscure or difficult to obtain the killing mechanism is. At ●●● it's presumed that it would almost never happen unintentionally; someone would have to know the Catch and plan for it. At ●● it's presumed that the fatal threat won’t be commonly present, but may still rarely turn up in regular scenes, and wouldn’t be too hard to acquire it if necessary. At ● the character is going to frequently encounter the source of their Catch, and someone could probably fabricate it on the spot with some cleverness.&lt;br /&gt;
&lt;br /&gt;
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.&lt;br /&gt;
&lt;br /&gt;
'''Backup Box:''' The character dies, but revives at a remote object or place, often defended for obvious reasons. The success of the mechanism is rarely ever a question. Disabling or destroying it is the obvious method to fulfill the Catch. At ●●● this means the character is almost never in fatal danger unless an enemy significantly plans for their demise, though there should still be some pertinent reason they'd hesitate to actually drop dead. At ●● it means that the process could be compromised in some way more accessible than doing the full dungeon run to destroy it,though it'd still take some effort to acquire a means to interfere, or locate it. At ● there is some intensely limiting factor that makes its primary defense just the surprise, such as having to be kept within 100 meters, or opening a portal directly to itself the character’s soul slips through.&lt;br /&gt;
&lt;br /&gt;
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.&lt;br /&gt;
&lt;br /&gt;
Note: A Catch like this cannot ever be defended or secured by a conceit or fixture of a theme at large. Requiring an enemy to turn a critical fixture upside down or inflict mass casualties to threaten the PC results in being behind multiple shields of extra consent and dissuasion.&lt;br /&gt;
&lt;br /&gt;
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as &amp;quot;anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Knowledge==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.&lt;br /&gt;
&lt;br /&gt;
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.&lt;br /&gt;
&lt;br /&gt;
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.&lt;br /&gt;
&lt;br /&gt;
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.&lt;br /&gt;
|}&lt;br /&gt;
==Resistance==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Each example includes examples of things a Resistance could reasonably claim immunity to, and which could reasonably provide useful protection from. Obviously, any and all of these examples are subject to the tier of the Advantage, and any special factors that make the source important. Immunities are automatically trumped by PCs, according to the rules expressed in the table, and which examples apply to the character should be made clear in their trappings. No Resistance may be so broad that its environmental examples functionally eclipse '''Adaptation''' (such as Resistance - Space Hazards).&lt;br /&gt;
&lt;br /&gt;
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.&lt;br /&gt;
&lt;br /&gt;
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.&lt;br /&gt;
&lt;br /&gt;
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.&lt;br /&gt;
&lt;br /&gt;
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.&lt;br /&gt;
&lt;br /&gt;
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.&lt;br /&gt;
&lt;br /&gt;
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.&lt;br /&gt;
&lt;br /&gt;
This is specifically bounded by the origin of the effect being some sorcerous, enchanted, magical creature, magitechnological, or similar means. Resistance - Magic is a supertype so broad that no longer meaningfully resists anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.&lt;br /&gt;
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vehicle Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.&lt;br /&gt;
&lt;br /&gt;
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.&lt;br /&gt;
&lt;br /&gt;
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.&lt;br /&gt;
&lt;br /&gt;
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.&lt;br /&gt;
&lt;br /&gt;
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.&lt;br /&gt;
&lt;br /&gt;
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.&lt;br /&gt;
&lt;br /&gt;
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.&lt;br /&gt;
 &lt;br /&gt;
This Particular Advantage allows for extremely limited selections with broad roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.&lt;br /&gt;
&lt;br /&gt;
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.&lt;br /&gt;
|}&lt;br /&gt;
==Weapon Mastery==&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Examples&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.&lt;br /&gt;
&lt;br /&gt;
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.&lt;br /&gt;
&lt;br /&gt;
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.&lt;br /&gt;
&lt;br /&gt;
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.&lt;br /&gt;
&lt;br /&gt;
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.&lt;br /&gt;
&lt;br /&gt;
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.&lt;br /&gt;
&lt;br /&gt;
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.&lt;br /&gt;
&lt;br /&gt;
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.&lt;br /&gt;
 &lt;br /&gt;
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:&lt;br /&gt;
&lt;br /&gt;
'''Knives''' -- Just knives and that’s it, but the character would within their rights to use them as a melee weapon, CQC enhancer, thrown weapon, et cetera, even as if they were under Hand-To-Hand, or Archaic Hand-Powered Projectile. The extreme focus affords versatile capabilities with that weapon.&lt;br /&gt;
&lt;br /&gt;
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Rules on Trappings=&lt;br /&gt;
&lt;br /&gt;
While MCM leaves the standards of writing trappings and designing Advantage space mostly up to the players, there are certain stylistic matters of policy that are mandatory. These are necessary to make sure Advantages do what they say, and not accidentally something else.&lt;br /&gt;
&lt;br /&gt;
===Jargonization===&lt;br /&gt;
Advantage trappings must be understandable even to players with no knowledge of the character's source media. Any special terms and theme jargon appearing in Advantages must be (briefly) explained, or made implicitly clear what they are (ex. &amp;quot;Shinra Inc.&amp;quot; is clearly a fictional corporation, but &amp;quot;Shinra&amp;quot; is not), including ordinary words used as proper nouns by the theme (ex. a Meister, a Doll, a Dragon, the Filth, the Flood, the Warp, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
Words that are conspicuously capitalized as proper nouns ''will be assumed to be theme jargon, and require explanation''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Conceptual&amp;quot; and &amp;quot;Molecular&amp;quot; Terms===&lt;br /&gt;
&lt;br /&gt;
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing &amp;quot;conceptual&amp;quot; language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.&lt;br /&gt;
 &lt;br /&gt;
===The Et Cetera Rule===&lt;br /&gt;
&lt;br /&gt;
For the same sake of Advantage clarity, using “etc.”, “and so forth”, and other thought extenders, should only be done in the context of a tight grouping of examples that obviously relate.&lt;br /&gt;
&lt;br /&gt;
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.&lt;br /&gt;
&lt;br /&gt;
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.&lt;br /&gt;
&lt;br /&gt;
===Hard Numbers and Figures===&lt;br /&gt;
&lt;br /&gt;
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. &amp;quot;Lift a semi truck&amp;quot;, &amp;quot;sprint as fast as a car&amp;quot;, or &amp;quot;melt holes in battle tanks&amp;quot; are useful and acceptable alternatives.&lt;br /&gt;
&lt;br /&gt;
===Meta Reference and Rules Restatement===&lt;br /&gt;
&lt;br /&gt;
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.&lt;br /&gt;
&lt;br /&gt;
=Advantage Policy=&lt;br /&gt;
&lt;br /&gt;
As MCM allows an extremely wide variety of characters and character abilities, for the sake of keeping things sane and fun, there are a few universal rules that Advantages must abide by.&lt;br /&gt;
&lt;br /&gt;
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have &amp;quot;whatever abilities are good for the story and fun&amp;quot;, and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.&lt;br /&gt;
&lt;br /&gt;
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to &amp;quot;switch off&amp;quot; the potential for consequences to a character.&lt;br /&gt;
&lt;br /&gt;
'''Intensity of Effect:''' Almost no Advantages are absolute. When someone “attempts to do a thing to you”, it's preferable for “something to happen” rather than “nothing to happen”, but we leave specifics to the affected player. Transparently, there isn't, and shouldn't be, any way to enforce through rules that Avada Kedavara automatically kills any target, or an Exalted Perfect Defense automatically negates any attack.&lt;br /&gt;
&lt;br /&gt;
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.&lt;br /&gt;
&lt;br /&gt;
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.&lt;br /&gt;
&lt;br /&gt;
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't &amp;quot;de-unify&amp;quot; or leave the Multiverse or MUSH setting.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.&lt;br /&gt;
&lt;br /&gt;
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate &amp;quot;life bar&amp;quot; and/or resource pool like any PC.&lt;br /&gt;
&lt;br /&gt;
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.&amp;lt;br&amp;gt;&lt;br /&gt;
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of &amp;quot;okay, ''now'' this enemy/hazard matters to me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anti-Consequence Advantages:''' Advantages that exist to prevent other characters from being able to affect their desired target, or generally do things to the scene, are not permitted on grounds of being dictatory and/or anti-RP. An easy example of this is the barrier field magic from the Lyrical Nanoha series, which shunts combatants to a dimensional space where they cannot affect the real world.&lt;br /&gt;
&lt;br /&gt;
'''Implicit Limitations:''' Despite the extreme breadth most Advantages allow, MCM has expectations that Advantages be played to what they say, and not what they could theoretically justify. “My Advantage doesn’t explicitly say I can’t do it” doesn’t mean you can. A Black Mage, Link, and the Doom Slayer might all have Combat Options, but there is a serious problem when Black Mage pulls a BFG or a Hookshot out from under his hat because it would fit under a Combat Options Advantage for the others.&lt;br /&gt;
&lt;br /&gt;
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because &amp;quot;logically the character should be a computer wiz to make robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Sub-Advantages=&lt;br /&gt;
A Sub-Advantage is a specific, pre-written example of a possible Advantage which is distinguished by being some combination of common, flavorful, limited, low-key, and generally harmless, but which is often in demand. These types of Advantages have non-Incidental utility, but are usually both low priority and nearly unavoidable to many characters, especially FCs. By designating them as Sub-Advantages, MCM offers a very small pool of surplus Pips to essentially subsidize Advantages that we really just don't mind letting people have in moderation, so that players can spare that bit of extra space for things they're more enthusiastic about.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, there are some Sub-Advantages which are available exclusively to characters in certain factions. These Sub-Advantages tend to be narrower and closer to &amp;quot;real&amp;quot; Advantages, because they exist to enable a character to more easily participate in things they'll often encounter when acting in a faction's interests. In other words, they're there so that a Watch character can participate in covert activity RP or a Paladins character can participate in civilian support RP without having to skew their Advantage budget just to fit in.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In addition to their full set of Advantages, characters are allowed up to '''4''' Pips of Sub-Advantages, or '''6''' Pips if they have an optional Flaw. Overall, Sub-Advantages are not subject to normal Advantage structure. There is ''no minimum'' to the number of Sub-Advantages, nor is there a maximum of certain ratings. Different Sub-Advantages can be taken multiple times ''even if their root Advantage overlaps'' with each other, or with real Advantages already purchased by the character, so long as they have a different category extender. Sub-Advantages ''do not count Credits or Surcharges'', nor do they count against ''any maximums or minimums'' for any of the character's other Advantages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sub-Advantages ''cannot be customized; '''they are picked from the list as-is'''''. Since Sub-Advantages are universally the same, they don't include the trappings on the character's sheet; the player should only enter the name and rating. Multiple instances of the same root Advantage may simply list their category extenders in sequence, separated by commas. This saves players space on trappings they don't have to specify. Otherwise, Sub-Advantages are added to a character application just like normal Advantages, including their ratings,  differing only by not needing trappings.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Sub-Advantages'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation - Common Terrestrial●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to endure common terrestrial extremes, such as desert heat and cold, and middling undersea pressures. Includes the ability to filter mildly toxic atmosphere and breathe underwater. Essentially covers earth-like environmental hazards that could be handled by a prepared adventurer.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Adaptation - Space●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to endure zero atmosphere conditions, moderately dangerous gravity or pressure, and interplanetary radiation. Includes the ability to breathe in airless environments.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Bane - Hellsing Special●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to produce, once per scene, the vulnerability of any present monster, provided that it could have plausibly been studied, observed, or sourced from locals or recorded material, at a prior point in time, without involving major risk or expertise. Means to circumvent immortality that could be bypassed by Skeleton Catch rated no higher than 1 is explicitly considered a vulnerability for this purpose. This ability can always be used to at least find a useful tool to help in handling non-player monsters.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Buff - Party●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to mildly boost the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Communication●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to make one's self understood to others with whom they do not share a language, as well as understand others regardless of language barriers. Applies to written language as well.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - Party●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to remove mild impediments to the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Disguise - Worker●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to quickly or instantly change into replacement clothes and believably impersonate the low-level personnel of fairly secure locations.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods - Rebel●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jimmy locks, acquire passwords, and otherwise bypass basic security measures, to gain entry-level access to secure locations, equivalent to a skilled amateur or self-taught guerilla.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Auditory●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to hear with great sensitivity and detail. Examples are listening to conversations through walls, clearly hearing small movements at a moderate distance, and picking up sounds mildly outside the human range of hearing.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Magic●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to sense the presence of magical energies, determine whether an object is enchanted or magical in some way, and pinpoint where spells are being cast, or have recently been cast, nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Olfactory●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to clearly identify individual scents and tastes amongst others, to identify the presence of poisons without inhaling or consuming lethal quantities so long as they aren't tasteless and odorless, and to identify or track others by scent at a medium distance or with a reasonably recent trail.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Extraordinary Senses - Visual●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to perceive things moderately far away in telescopic sight, nearby things as if through a magnifying glass, and see clearly at night and in conditions no worse than moderate fog.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hacking●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to access and manipulate without authorization machines of low to middling complexity and security, equivalent to a skilled amateur or self-taught black hat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Computers●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to find evidence of forced entry, operate unfamiliar systems, analyze programming, and track someone by their internet activity.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Law and Customs●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to generally navigate the legal frameworks and various traditions of the multitude of worlds within Sector Zero. Encompasses both things like understanding individual rights and how to interact with local authorities, and things such as broader navigation of local bureaucracy and getting in touch with important figures.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Occult●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to identify common to uncommon supernatural phenomena and entities, know favored items to negotiate with or repel said entities, intuit meaningful information present in mythic and occult allusions, and decode ciphers or symbolism in arcane or esoteric texts.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Knowledge - Tactics●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to anticipate or arrange ambushes, reasonably accurately interpret an organized or predictable enemy's movements ahead of time, read into goals and strategies through a group's actions, identify naturally defensible positions, and draft effective strategies for engaging known foes.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Improvised●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jury rig functionality back into devices of light to middling complexity for a single action's worth of usage, after which the device breaks again.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Improvised●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to jury rig functionality back into devices of simple to middling complexity for a single scene's worth of usage, or, to jury rig functionality back into devices of middling to high complexity for a single action's worth of usage, after which the device breaks again, and cannot be jury rigged again.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Remote Viewing - Gadgets●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to surveil distant areas with better than store-bought drones, cameras, microphones, and motion sensors, as well as to efficiently monitor them with little of one's attention, and to identify ideal spots to place them.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Cold●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental cold.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Electromag●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental electricity and radiation.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Heat●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental heat.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Resistance - Toxic●●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental poisons and diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth - Hunter●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to hide in unpopulated settings to a modest degree. Blending in with the environment, moving quietly, minimizing one's profile, and effectively lying in wait.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Stealth - Rebel●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to infiltrate to a modest degree. Going unseen by moving from cover to cover, blending with small groups, keeping a low profile and avoiding drawing attention to one's self.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Concord'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Contract - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's many contracting, logistics, and acquisitions specialists can provide large scale backing to groups who are willing to support the Concord's interests. The nature of backing provided is tailored to be within the realm of the Concord negotiator's familiarity, and these contracts can only be negotiated with NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hammerspace - Concord●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord provides various portable containment devices to safely transport excessively large, fragile, or hazardous acquisitions in a space no larger than a briefcase, which are secured to only open for the designated carrier and have nearly bottomless carrying capacity. Also provided are miniaturized or space-enhanced upgrades or versions of their equipment to multiply the user's carrying capacity.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Mobility - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's elite outfitters provide numerous wearable and discreet technological and magical mobility options to promote client safety and efficiency, analogous to classic super thief or special operative gadgets.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Wealth - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The Concord's DORADO BLACK Card provides a universally usable and astoundingly high credit limit that magically and technologically enforces itself.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Concord●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} A personal staff of suits, toughs, personal assistants, chauffeur, etc. It is an executive entourage customized to support the client's strengths.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Paladins'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Analysis - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in Paladins SITREP to break down the relationships and dynamics of the figures and factions of a given locale, describing the potential humanitarian and political effects of their efforts, and identify major obstacles to them.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Cure - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in humanitarian specialists equipped to assess and eliminate public health hazards such as diseases and poisoning, treat chronic health issues, and engage in first response to debilitating traumas like gas exposure or hypothermia.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Healing - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in an ERT with a general-purpose healing kit that allows them to administer medical treatments to most common life forms in the Multiverse.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Repair - Paladins●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call in an emergency reconstruction team with tools and materials to quickly assess and rebuild damaged civilian-grade infrastructure back to a minimum functional level.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Paladins●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} A unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror their commander's combat and personal abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''Watch'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#css:&lt;br /&gt;
  .LogTable {text-align:left; width:100%; table-layout:fixed;}&lt;br /&gt;
  .HeaderCell {padding: 0px 0px 0px 5px;}&lt;br /&gt;
  .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}&lt;br /&gt;
  .LogRow { max-height:1em;}&lt;br /&gt;
  .LogRow:nth-child(1) {background-color: #808080}&lt;br /&gt;
  .LogRow:nth-child(2n+2) {background-color: #ffffff}&lt;br /&gt;
  .LogRow:nth-child(2n+3) {background-color: #fdf9f3}&lt;br /&gt;
  .LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}&lt;br /&gt;
  .LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}&lt;br /&gt;
  .LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;LogTable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
! class=HeaderCell | Designation&lt;br /&gt;
! class=HeaderCell | Trappings&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Deconstruction - Watch●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on a covert cleaner belonging to the Watch, who will sterilize scenes, dispose of evidence, and erase records and logs of one's activities, so long as there is a safe and unsecured route to and from the site.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Entry Methods - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on local Watch assets and sympathizers to leave back doors open, disable security systems, get a set of janitor's keys, cut power lines, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Field Shaping - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on local Watch assets and sympathizers to alter the landscape of an area in subtly convenient ways. Trucks backed out of alleys at convenient moments, highways clogged by big rig truckers, trains delayed or accelerated, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''Hint - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} The ability to call on the Watch's network of informants and mission organizers to find people in need, get information about their current enemies and problems, and guidance in reaching secure objectives or performing clandestine activities regarding a major enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
{{!}}- class=&amp;quot;LogRow&amp;quot;&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} '''NPCs - Watch●●'''&lt;br /&gt;
{{!}} class=&amp;quot;LogCell&amp;quot; {{!}} Support from fellow cells of the Watch. A disorganized and mismatched rabble composed of individual members of Watch sub-organizations, themed according to current faction composition.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:News File]]&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16841</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16841"/>
				<updated>2023-02-04T19:32:40Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Fighting Multiple Opponents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
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'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
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'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
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'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
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'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
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'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
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'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
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'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
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::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
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'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
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'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
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The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
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''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
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==Core Concepts==&lt;br /&gt;
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[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
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'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
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'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''&amp;gt;aid &amp;lt;name&amp;gt;/&amp;lt;level&amp;gt;:&amp;lt;stat&amp;gt;''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''sister'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.&lt;br /&gt;
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'''EX: Support Actions:''' Some Archetypes have the ability to further support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
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By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
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For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
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A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
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Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
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==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
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When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
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When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
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'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
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::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to suck the joy out of building and specializing a character, and should be avoided.&amp;lt;br&amp;gt;&lt;br /&gt;
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Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&lt;br /&gt;
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'''Own Character Participation:''' We ask that scene-runners refrain from adding their own character to a coded battle against the NPC they are controlling. While technically sound within the csys, further escalating the value of &amp;gt;boss to account for your own PC serves only to diminish the impact and agency of other attendees to your scene, as well as tie up time and focus with what amounts to playing with yourself. If you wish to mechanically represent your character's salient contributions to a battle, rather than take them as assumed, it should suffice to simply join them to the Party, in order to lend their Assist. If you would like greater drama and emphasis to come from the players cooperating with your character, we strongly suggest the use of '''GM commands'''.&amp;lt;br&amp;gt;&lt;br /&gt;
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==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
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The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
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'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
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While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
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Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
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==Stance on Combat RP==&lt;br /&gt;
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'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
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That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
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In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
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'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
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To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
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The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
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'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;aid &amp;lt;Target&amp;gt;/&amp;lt;#&amp;gt;:&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the character you are aiding.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the aid level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; must be either Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16835</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16835"/>
				<updated>2022-12-20T21:45:31Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Fortified Defenses: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9''/''4'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16834</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16834"/>
				<updated>2022-11-29T01:36:47Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Failsafe: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9''/''4'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16833</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16833"/>
				<updated>2022-11-10T07:50:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Core Concepts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
&lt;br /&gt;
'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
&lt;br /&gt;
'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
&lt;br /&gt;
'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
&lt;br /&gt;
::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
&lt;br /&gt;
'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
&lt;br /&gt;
'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
&lt;br /&gt;
The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
==Core Concepts==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
&lt;br /&gt;
'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
&lt;br /&gt;
'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
&lt;br /&gt;
'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''&amp;gt;aid &amp;lt;name&amp;gt;/&amp;lt;level&amp;gt;:&amp;lt;stat&amp;gt;''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''sister'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.&lt;br /&gt;
&lt;br /&gt;
'''EX: Support Actions:''' Some Archetypes have the ability to further support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
&lt;br /&gt;
==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
&lt;br /&gt;
When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
&lt;br /&gt;
'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to make everyone's results look the same, and generally suck the joy out of building and specializing a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
&lt;br /&gt;
==Applying and Upgrades==&lt;br /&gt;
&lt;br /&gt;
When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
&lt;br /&gt;
In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
&lt;br /&gt;
The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
&lt;br /&gt;
'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
&lt;br /&gt;
Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
&lt;br /&gt;
==Stance on Combat RP==&lt;br /&gt;
&lt;br /&gt;
'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
&lt;br /&gt;
That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
&lt;br /&gt;
In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
&lt;br /&gt;
'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
&lt;br /&gt;
To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
&lt;br /&gt;
The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;aid &amp;lt;Target&amp;gt;/&amp;lt;#&amp;gt;:&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the character you are aiding.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the aid level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; must be either Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16832</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16832"/>
				<updated>2022-11-10T07:50:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Commands Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
&lt;br /&gt;
'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
&lt;br /&gt;
'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
&lt;br /&gt;
'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
&lt;br /&gt;
::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
&lt;br /&gt;
'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
&lt;br /&gt;
'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
&lt;br /&gt;
The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
==Core Concepts==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
&lt;br /&gt;
'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
&lt;br /&gt;
'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
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'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''&amp;gt;aid &amp;lt;name&amp;gt;/&amp;lt;level&amp;gt;:&amp;lt;stat&amp;gt;''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''twin'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.&lt;br /&gt;
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'''EX: Support Actions:''' Some Archetypes have the ability to further support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
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For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
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A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
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Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
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==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
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When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
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When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
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'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
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::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to make everyone's results look the same, and generally suck the joy out of building and specializing a character.&amp;lt;br&amp;gt;&lt;br /&gt;
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Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
&lt;br /&gt;
The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
&lt;br /&gt;
'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
&lt;br /&gt;
Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
&lt;br /&gt;
==Stance on Combat RP==&lt;br /&gt;
&lt;br /&gt;
'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
&lt;br /&gt;
That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
&lt;br /&gt;
In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
&lt;br /&gt;
'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
&lt;br /&gt;
To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
&lt;br /&gt;
The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;aid &amp;lt;Target&amp;gt;/&amp;lt;#&amp;gt;:&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the character you are aiding.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the aid level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; must be either Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16831</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16831"/>
				<updated>2022-11-10T07:47:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Core Concepts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
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A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
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It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
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==Combat Profiles==&lt;br /&gt;
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[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
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The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
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'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
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'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
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'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
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'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
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'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
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'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
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'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
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'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
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::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
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'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
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'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
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The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
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''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
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==Core Concepts==&lt;br /&gt;
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[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
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'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
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'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''&amp;gt;aid &amp;lt;name&amp;gt;/&amp;lt;level&amp;gt;:&amp;lt;stat&amp;gt;''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''twin'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.&lt;br /&gt;
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'''EX: Support Actions:''' Some Archetypes have the ability to further support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
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By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
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For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
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A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
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Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
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==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
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When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
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When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
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'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
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::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to make everyone's results look the same, and generally suck the joy out of building and specializing a character.&amp;lt;br&amp;gt;&lt;br /&gt;
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Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
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The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
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'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
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While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
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Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
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==Stance on Combat RP==&lt;br /&gt;
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'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
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That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
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In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
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'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
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To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
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The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16830</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16830"/>
				<updated>2022-11-10T07:28:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Combat Profiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
&lt;br /&gt;
'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
&lt;br /&gt;
'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
&lt;br /&gt;
'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
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::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets &amp;quot;raw&amp;quot; HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no &amp;quot;raw&amp;quot; HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.&lt;br /&gt;
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'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
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'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
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The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
==Core Concepts==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
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'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
&lt;br /&gt;
'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff. &lt;br /&gt;
&lt;br /&gt;
'''EX: Support Actions:''' Some Archetypes have the ability to support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&lt;br /&gt;
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==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
&lt;br /&gt;
==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
&lt;br /&gt;
When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
&lt;br /&gt;
'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to make everyone's results look the same, and generally suck the joy out of building and specializing a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
&lt;br /&gt;
==Applying and Upgrades==&lt;br /&gt;
&lt;br /&gt;
When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
&lt;br /&gt;
In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
&lt;br /&gt;
The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
&lt;br /&gt;
'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
&lt;br /&gt;
Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
&lt;br /&gt;
==Stance on Combat RP==&lt;br /&gt;
&lt;br /&gt;
'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
&lt;br /&gt;
That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
&lt;br /&gt;
In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
&lt;br /&gt;
'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
&lt;br /&gt;
To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
&lt;br /&gt;
The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16829</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16829"/>
				<updated>2022-10-29T06:34:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Strain and Continuity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
&lt;br /&gt;
'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
&lt;br /&gt;
'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
&lt;br /&gt;
'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
&lt;br /&gt;
::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. Peril HP bypasses Shield HP and strips Armor HP back to normal. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril HP remaining, every two points of Peril damage depletes one Peril HP.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade HP remaining, every two points of Fade damage depletes one Fade HP.&lt;br /&gt;
&lt;br /&gt;
'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
&lt;br /&gt;
'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
&lt;br /&gt;
The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
==Core Concepts==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
&lt;br /&gt;
'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
&lt;br /&gt;
'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
&lt;br /&gt;
'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff. &lt;br /&gt;
&lt;br /&gt;
'''EX: Support Actions:''' Some Archetypes have the ability to support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&lt;br /&gt;
&lt;br /&gt;
==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The accuracy and damage adjustments of all &amp;gt;strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
&lt;br /&gt;
==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
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When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
&lt;br /&gt;
'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to make everyone's results look the same, and generally suck the joy out of building and specializing a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
&lt;br /&gt;
==Applying and Upgrades==&lt;br /&gt;
&lt;br /&gt;
When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
&lt;br /&gt;
In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
&lt;br /&gt;
The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
&lt;br /&gt;
'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
&lt;br /&gt;
Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
&lt;br /&gt;
==Stance on Combat RP==&lt;br /&gt;
&lt;br /&gt;
'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
&lt;br /&gt;
That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
&lt;br /&gt;
In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
&lt;br /&gt;
'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
&lt;br /&gt;
To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
&lt;br /&gt;
The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16828</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16828"/>
				<updated>2022-10-07T00:27:05Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Commands Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
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==Combat Profiles==&lt;br /&gt;
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[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
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The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
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'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
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'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
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'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
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'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
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'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
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'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
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'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
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'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
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::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. Peril HP bypasses Shield HP and strips Armor HP back to normal. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril HP remaining, every two points of Peril damage depletes one Peril HP.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade HP remaining, every two points of Fade damage depletes one Fade HP.&lt;br /&gt;
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'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
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'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
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'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
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The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
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''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
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==Core Concepts==&lt;br /&gt;
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[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
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'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
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'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
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&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
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'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff. &lt;br /&gt;
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'''EX: Support Actions:''' Some Archetypes have the ability to support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&lt;br /&gt;
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==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
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Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
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By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
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For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The commands are:&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
&lt;br /&gt;
==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
&lt;br /&gt;
When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
&lt;br /&gt;
'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to make everyone's results look the same, and generally suck the joy out of building and specializing a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
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==Applying and Upgrades==&lt;br /&gt;
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When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
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In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
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The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
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'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
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Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
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==Stance on Combat RP==&lt;br /&gt;
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'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
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That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
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In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
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'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
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To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
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The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
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'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
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'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
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'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
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==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by &amp;gt;boss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16827</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16827"/>
				<updated>2022-10-07T00:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Hated: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only deplete a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9''/''4'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16826</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Combat&amp;diff=16826"/>
				<updated>2022-10-07T00:25:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Strain and Continuity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AGE and Mantles==&lt;br /&gt;
MCM's combat system (referred to as csys for short) uses the AGE 2.0 system as its basis, and so uses several functionalities core to the AGE modular framework. Ours is, in fact, the progenitor of the &amp;quot;core&amp;quot; version of AGE 2.0 and its various java-based functionalities. The most core concept to the AGE system that is necessary to understand is the &amp;quot;Mantle&amp;quot; paradigm, explained as follows.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mantle&amp;quot; is a single, full, cohesive package of combat statistics and abilities that contains all the necessary parts to be thrown into the combat system and run a fight, roughly analogous to a &amp;quot;stat block&amp;quot;, &amp;quot;combat sheet&amp;quot;, or &amp;quot;loadout&amp;quot;. Mantles individually contain everything a player needs to interact with the csys, and as per their namesake, can be donned, removed, and exchanged, to allow for a player to represent entities other than their own character in combat, primarily for the use of scene and plot runners.&lt;br /&gt;
&lt;br /&gt;
All character bits have a private player character Mantle which represents the character itself, which is applied for inside of the character application. Mario wears the Mantle of Mario, Cloud Strife wears the Mantle of Cloud Strife, etc. This Mantle is effectively their personal combat sheet, and is already made to be customized and keep track of upgrades and injuries. All players also have access to a list of public, staff-created Mantles that can be picked up on the fly for use in scenes as needed. For instance, a scene runner with a character with low combat power may temporarily don the Mantle of a tremendous boss monster to present a challenging battle for a large number of combat-focused PCs. These Mantles are impermanent and &amp;quot;owned&amp;quot; by the system itself.&lt;br /&gt;
&lt;br /&gt;
A character comes with their personal Mantle when they are first created, always accessible with '''&amp;gt;armory/load 0000'''. When you feel the need to try on another, use '''&amp;gt;armory''' to see a list of all available Mantles. From there, use '''&amp;gt;armory/mantle &amp;lt;List #&amp;gt;/&amp;lt;Mantle #&amp;gt;''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''&amp;gt;reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk &amp;quot;Encounter&amp;quot; equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that in all scenes where you are participating as your character, that character's Mantle should be the one loaded and applied. Public Mantles exist to spoof other kinds of characters as needed, primarily for GMing purposes. Mantles added to your list are effectively '''copies''' of the public template, and can be used non-exclusively. Unlike your personal character Mantle, they are non-customizable, and cannot be upgraded, but they also don't take any time to recover from damage. A player may have any number of Mantles claimed, and may use any number or combination of them in a scene, so long as they're clearly being used to the benefit of RP.&lt;br /&gt;
&lt;br /&gt;
==Combat Profiles==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
The central aspects that comprise the Mantle of a character or entity are their '''Archetype''', their '''Quirks''', their '''Signature''', their '''Stats''', their '''Weight''' class, and if they are a Player Character, their '''Assist''' and any '''Enhancement''' bonuses they may have. These elements together comprise a character's full combat ability, and most heavily influence how they will play in combat. All of these elements can be viewed by using the '''&amp;gt;sheet''' command. An example has been inserted and labeled above.&lt;br /&gt;
&lt;br /&gt;
'''1: Archetype:''' A character's Archetype is roughly analogous to a &amp;quot;character class&amp;quot;. It is a large, static package of abilities and bonuses that is chosen or assigned at combat profile creation. For player character Mantles, these as chosen by the player in their application. For public Mantles, these are assigned by the Mantle creator (pretty much always staff). The Archetype typically defines the broad strokes basics of how a Mantle plays in combat, essentially forming the base of their fighting style and initial build options. Once chosen, a player character's Archetype may be changed by the player only on a '''&amp;lt;time&amp;gt;''' cooldown. Archetypes are visible to other players.&lt;br /&gt;
&lt;br /&gt;
'''2: Quirks:''' A Mantle may have up to three different Quirks assigned to it at any given time. Quirks are smaller packages, or individual instances, of abilities and bonuses, which are added on top of the Archetype. Some Archetypes are able to additionally equip a single Prime Quirk, which is a more powerful type of Quirk with particular limitations. Quirks may be changed at any time by the Mantle owner until a battle has begun, taking effect when they next &amp;gt;reset, without an application or any special rules, meaning that players are free to use them to customize their character as they wish. Quirks are a core tool by which players are able to put their character's own unique stamp on their Archetype, prepare to fight other Archetypes they might have a tough time with, or explore different playstyles and put original twists on existing ones. Quirks are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''3: Signature:''' A Mantle may additionally have a single Signature assigned to it, in the same manner as Quirks. A Signature is a much more powerful option than an individual Quirk, and typically has an active, player controlled component to it. Signatures may be changed at any time a Quirk could, meaning players are likewise free to customize their character and experiment as they like. Signatures are the most robust means by which players can &amp;quot;season their combat experience to taste&amp;quot;, granting them a great amount of leeway to emphasize their favored aspects of their character's playstyle, diminish or eliminate the aspects they like least, or open up new ways to play them entirely. Signatures are invisible to other players, but almost always announce themselves in combat.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''4: Stats:''' All Mantles have four base stats: '''Power''', which represents the character's ability to deal large amounts of damage, '''Precision''', which represents the character's ability to consistently apply and maximize their damage, '''Endurance''', which represents the character's ability to resist damage, and '''Mitigation''', which represents the character's ability to reduce their exposure to damage. Stats are visible as a collection of descriptive tiers: ''Abysmal'', ''Poor'', ''Mediocre'', ''Average'', ''Decent'', ''Good'', ''Remarkable'', ''Great'', ''Superb'', ''Excellent'', ''Incredible'', and ''Perfect''. These descriptive terms largely represent the balance of how and where a character invests their basic capabilities. They don't account for Archetypes, Quirks, buffs, debuffs, or similar modifiers, and they don't strictly correspond to a fixed value; one character's Average Power may usually deal more damage than another character's Good Power. These terms exist to give an idea as to the character's raw stat pool and how they've chosen to distribute it with what weight. Selecting various Archetypes will automatically readjust the distribution of a character's stat pool within certain bounds to fit the Archetype, which can some adjectives to visibly increase or decrease as individual stats shift over or under measuring lines. Typically &amp;quot;Incredible&amp;quot; and &amp;quot;Perfect&amp;quot; stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of &amp;quot;Decent&amp;quot;. Stats are invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''5: Weight:''' All characters also exist within one of several Weight classes. Weight doesn't correspond to any one specific function or bonus, but subtly influences the character's combat performance in a general sense. Higher Weight classes represent greater increases to a character's combat power, but Weight is assigned independently of all other combat traits, and thus does not summarize a character's total strength. In short: there are powerful Lightweights and weak Heavyweights. A character's Weight class may potentially change, as major events redefine their role as a character concept. Weight is visible to other players.&lt;br /&gt;
:'''Light:''' Lightweight characters are typically members of the underdog class of their theme. This can mean non-combat characters, but it just as often corresponds to highly competent characters who work harder than others for their wins, due to their theme's inherent cosmology, mechanics, scale, etc. Badass normals, shounen rookies, survival genre heroes, and fighters from low-combat series, are common examples of Lightweight characters.&lt;br /&gt;
:'''Medium:''' Mediumweight characters are typically the bulk of protagonists, and tends to be the most common Weight class occupied by players. Medium Weight represents the main combat cast of most themes, and is most often used for characters with relatively matured power, who are regularly challenged but still get by with their fighting ability. Medium Weight indicates a character who is well-suited to combat within their theme.&lt;br /&gt;
:'''Heavy:''' Heavyweight characters are typically the movers and shakers that are responsible for making events happen. Their stories tend to turn away from daily challenges and foes, and towards what they do to the theme as a whole and how the theme deals with them. Action defines Heavy Weight more than raw power, so it's very common to find main villains and boss characters in this class, and rare to find even the most overpowered ensemble heroes.&lt;br /&gt;
:'''Superheavy:''' Superheavy Weight is only achievable by Heavyweight characters using '''&amp;gt;keeps'''. No character sits at Super Heavyweight as a base state. It exists to maintain the consistency of the Keeps system, without allowing Heavyweight characters to become Bosses at the press of a button.&lt;br /&gt;
:'''Boss:''' A Weight assigned to specific Mantles by staff, mostly for the purpose of plots. Boss weight typically represent entities that are more theme fixture than character, and provides a space for beings that aren't meant to be casually challenged by individual characters. Boss Weight is essentially &amp;quot;intentionally overpowered&amp;quot;, and it can be assumed that something weighted at Boss is a big deal. Though Boss Weight Mantles are theoretically beatable by sufficiently powerful and lucky characters with significant sacrifice, they mainly exist to be fought as tough fights for large crowds at important moments in TPs.&lt;br /&gt;
&lt;br /&gt;
'''6: Assist:''' Player character Mantles come with an Assist, which is set and reset identically to an Archetype. The Assist only comes into play when the character is grouped up into a ''Party'', whereupon the benefit of their Assist is applied to all ''other'' members of the Party. Assists are a potent force multiplier that allows for multiple PCs to overcome tough foes, take clean victories over middling NPC opposition, and even to go toe to toe with powerful boss enemies. &lt;br /&gt;
&lt;br /&gt;
'''7: Enhancement Rating:''' Player character Mantles can also benefit from Enhancement bonuses. Through creating roleplay and pursuing character growth, a player can increase the Enhancement Level of their characters, usually representing that the character's power has grown or evolved to a new stage or height. A character gains an Enhancement rating, ranging from +1 to +10, which serves as a total pool of maximum Enhancements they can equip at any one time. Enhancements themselves are equipped just as Quirks and Signatures are, and serve the purpose of small, incremental bonuses to give a character some further wiggle room in their build.&lt;br /&gt;
&lt;br /&gt;
'''8: HP:''' Hit Points. Players of video and tabletop games should be familiar with these. If your HP are reduced to zero, you lose. If your opponent's HP is reduced to zero, you win. Characters have 1000 HP to start with, though this may be raised or lowered by many different factors. On MCM, ''Hit Points are not &amp;quot;Meat Points&amp;quot;.'' Hitting zero HP doesn't mean the character is mortally wounded. Strictly, zero HP only means that the character has been roughed up enough to cede the fight; we assume no character is exactly eager to die in a skirmish over a bank heist. The amount of HP you have left when you finish a fight factors into '''Consequences''', which are detailed later, but it should be said that any damage short of a Consequence threshold probably isn't anything more than superficial to the character (though what counts as &amp;quot;superficial&amp;quot; may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's &amp;quot;raw&amp;quot; HP, some of their HP bar might be converted into other forms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]&lt;br /&gt;
&lt;br /&gt;
::'''Shield HP:''' Shield HP absorbs ''half'' the damage from all attacks, the remaining half going to the character's other HP (effects that adjust this rate prioritize the highest shield block). Shield HP automatically recharges all by itself, recovering by ''20'' points after each defense by default. When Shield HP is depleted to 0, the Shield breaks, and no longer recharges. When a character obtains Shield HP, it comes with a maximum their Shield can fill to. The deeper the Shield bar, the easier it is to keep Shields up for longer, and gain the most value out of its steady recharge. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.&lt;br /&gt;
::'''Armor HP:''' Armor HP is much sturdier than normal HP, requiring ''two'' points of damage to deplete ''one'' point of Armor HP. Armor HP cannot be healed by conventional means, but it absorbs ''Peril HP'' damage, instead stripping down to normal HP. Gaining Armor HP is more expensive to obtain than greater max HP, but is much more effective in lowering damage below various thresholds. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.&lt;br /&gt;
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. Peril HP bypasses Shield HP and strips Armor HP back to normal. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril HP remaining, every two points of Peril damage depletes one Peril HP.&lt;br /&gt;
::'''Fade HP:''' Fade HP depletes on its own. A character's total Fade HP ''halves'' itself at the end of each of their turns. Fade HP bypasses Shield and Armor HP, but it sits at the ''bottom'' of a character's HP bar, and is only directly damaged once the character runs out of all other HP. Fade HP damage will cause the character to lose HP every turn regardless of the result of any further attacks, making it a valuable tool for winning difficult fights of attrition. If Fade HP is inflicted to a character with only Fade HP remaining, every two points of Fade damage depletes one Fade HP.&lt;br /&gt;
&lt;br /&gt;
'''9:Drive:''' Drive represents a universal concept of attacking resources, whether it be a character's physical stamina, magical reserves, ammunition and gear, tactical positioning, or any combination of elements that suits them. Drive is spent to launch attacks. Retaining high levels of Drive provides passive bonuses, while scraping low levels of Drive begins to penalize the character. Bottoming out on Drive is a loss condition, as the character has spent all their resources and can no longer continue fighting. Characters have a default maximum of ''100'' Drive, and begin with ''75'', which is broken up into thresholds.&lt;br /&gt;
::100-81:    Primed        The character gains a Moderate bonus to Mitigation and Endurance.&lt;br /&gt;
::80-56:        Ready        The character gains no bonus and suffers no penalty.&lt;br /&gt;
::55-21:        Lagging    The character suffers a Minor penalty to all stats.&lt;br /&gt;
::20-1:        Overextended    The character suffers a Solid penalty to all stats.&lt;br /&gt;
::&amp;lt;1:        Wavering    As Overextended, and the character loses 20% of their max HP after each attack.&lt;br /&gt;
::-25:        Spent        The character loses all remaining HP. Their attack aborts, and the character is defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, characters recover 5 Drive each time they defend, meaning that Drive constantly refreshes throughout the fight. Managing Drive can be as technical or simple as the player pleases, however it should be understood that it is undesirable to drop to the Overextended tier or below unless you have a plan that justifies the very large penalties. It should also be understood that certain sources of Drive can temporarily push total Drive over the 100 cap, but the next time the character gains Drive, it will be ''reduced back down to 100'' if still over, and so staying over cap is not possible. Drive is visible to other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''10: Hype:''' Hype is the resource used to use 10a: Pushes --unique actions that modify attacks and defenses, and apply special effects. Pushes consume Hype, so Hype can be considered a sort of “special bar” or “super meter” in video game terms. Some Pushes consume their Hype and activate instantly, while others enter an activation queue to be triggered by an attack or defense, whereupon the total Hype of the queue is consumed. By default, a character regains 2 Hype each time they defend, after the attack is resolved. By default, characters have a maximum Hype of 10. Hype is invisible to other players.&lt;br /&gt;
&lt;br /&gt;
'''11: Unique Resources:''' Specialist and Savant Archetypes may have access to a unique, Archetype-specific resource that they manage in combat for additional flexibility and control. These displays appear only when the character has the corresponding Archetype equipped.&lt;br /&gt;
&lt;br /&gt;
'''12: Adjectives''': In lieu of filling space with reams of numbers and math equations, AGE uses a ladder of Adjectives to indicate bonuses, maluses, and most things that affect stats and mechanical resolution. Adjectives feature most prominently in Archetype and Quirk selection, but appear in core combat facets too. Though these terms don’t feature precise numbers, they are universally consistent with each other. A Minor bonus is always the same amount of bonus, it has the exact same relative impact as a Minor malus, and both have exactly the same less impact than a Moderate bonus or malus. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.&lt;br /&gt;
&lt;br /&gt;
The ladder of Adjectives, from least to greatest impact, goes:&lt;br /&gt;
&lt;br /&gt;
''Minor''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major''&amp;lt;br&amp;gt;&lt;br /&gt;
''Superior''&amp;lt;br&amp;gt;&lt;br /&gt;
''Massive''&amp;lt;br&amp;gt;&lt;br /&gt;
''Extreme''&lt;br /&gt;
&lt;br /&gt;
==Core Concepts==&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]&lt;br /&gt;
&lt;br /&gt;
'''1: Attacking:''' Players take turns attacking each other with the '''&amp;gt;attack''' command, formatted as '''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;Level#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.&lt;br /&gt;
:1/Light:    -5    The character regains 5 Drive.&lt;br /&gt;
:2/Standard:    10    The character loses 10 Drive.&lt;br /&gt;
:3/Heavy:    25    The character loses 25 Drive.&lt;br /&gt;
:4/Deadly:    45    The character loses 45 Drive.&lt;br /&gt;
:5/Finishing:    60    The character loses 60 Drive.&lt;br /&gt;
Bonuses and penalties from Drive only change after the attack has resolved. In addition to the attack's level, each attack is given a type: '''Forceful''', '''Consistent''', '''Efficient''', or '''Dramatic'''.&lt;br /&gt;
:Forceful: The attack gains a Moderate bonus to Power.&lt;br /&gt;
:Consistent: The attack gains a Moderate bonus to Precision.&lt;br /&gt;
:Efficient: The attack costs X less Drive, where X is twice the level of the attack, but has a Minor penalty to a Precision and Power.&lt;br /&gt;
:Dramatic: The attack has a level-based chance to generate Hype.&lt;br /&gt;
::1: 0-1 Hype&lt;br /&gt;
::2: 1-2 Hype, leaning on 1&lt;br /&gt;
::3: 1-2 Hype, leaning on 2&lt;br /&gt;
::4: 2-3 Hype&lt;br /&gt;
::5: 3-4 Hype&lt;br /&gt;
The general rule is that Light, Standard, and Heavy attacks can be used interchangeably, balancing dealing damage quickly with not falling into low Drive levels. Deadly and Finishing attacks however, represent very large investments of Drive, and have an element of risk/reward to them. Casually spamming them will result in having a bad day. Likewise, players should expect that most combat encounter will last 4-6 rounds, and that attempting to finish an opponent from half health is very likely to fail.&lt;br /&gt;
&lt;br /&gt;
'''2: Defending:''' When a player is attacked, they must choose a defensive action to use, whereupon the attack is resolved. This is accomplished with the '''&amp;gt;defend''' command, formatted as '''&amp;gt;defend Target=&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.&lt;br /&gt;
:Guard: The defense gains a Moderate bonus to Endurance against the attack.&lt;br /&gt;
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.&lt;br /&gt;
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.&lt;br /&gt;
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.&lt;br /&gt;
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.&lt;br /&gt;
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's &amp;quot;turn&amp;quot; and the start of the defender's. The first defender of a battle gains 20 bonus Drive, and the first attacker of a battle gains 2 bonus Hype. This specific bonus may push them over their cap.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack resolves, all characters in the room are able to see the actions chosen by both sides, any actively triggered effects that factored into it, the Hit Result, resources gained as part of the resolution, and the Heat of both the hit roll and the damage roll.&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Results range from '''Miss''', which deals no damage and typically applies no effects, through '''Close Call''', which deals a moderate portion of the attack's potential damage, '''Solid Hit''', which deals most of the attack's potential damage, to '''Critical Hit''', which deals the maximum amount of the attack's potential damage, though all damage is still mildly randomized. These grades are often referred to as Hit levels. The likelihood of any given result is influenced by the attacker's Precision vs the defender's Mitigation, but the result itself can be changed by a number of abilities. In terms of roleplay, these Hit levels don't strictly mean anything more than how relatively effective the attack was at pressuring or harming the character. A Critical Hit doesn't necessitate a character taking a bullet straight through the heart any more than a Close Call necessitates it grazing their cheek. Use common sense and taste.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heat&amp;quot; refers to the color that the Hit Result and damage value are displayed in. Heat ranges from cool, subdued colors at its lower, to hot, bold colors at its higher end. A lower Heat displayed on the Hit Result indicates the attack had a poor roll, while a higher Heat indicates the attack had a high roll. A lower Heat displayed as damage indicates that the attack did lower than expected damage for its level, and higher Heat displays that the attack did higher than expected damage for its level. The Heat display exists so that players are able judge at a glance how much of an offensive or defensive advantage either character has, both in terms of accuracy and power, when they feel it relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
Under perfectly average circumstances, the majority of Heat results will maintain a neutral yellow color, however expensive Pushes applied to low level attacks have a relatively more dramatic effect on Heat, and should be noted by players who prefer to pay close attention to Heat.&lt;br /&gt;
&lt;br /&gt;
'''4: Pushes:''' Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Drive gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. Some Pushes have an instantaneous effect and kick in immediately, announcing their result. Most Pushes are instead loaded into a queue, where they will trigger once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using these Pushes creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details. The command '''&amp;gt;push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''&amp;gt;push &amp;lt;name&amp;gt;/&amp;lt;cost&amp;gt;''', sometimes followed with '''=&amp;lt;option&amp;gt;''' in the case of Buff and Debuff. &lt;br /&gt;
&lt;br /&gt;
'''EX: Support Actions:''' Some Archetypes have the ability to support and empower teammates in battle. These Archetypes have access to the &amp;gt;support command, which makes an ally the recipient of that Archetype's special Support Action benefits. If no target is selected, the benefits of '''&amp;gt;support''' are applied to your own character until one is. The Support target can be changed in battle, but cannot be changed a second time until the character has attacked and defended again; it isn't possible to cycle through every single character in a Party to give them all the benefit of a Support Action in the same turn.&lt;br /&gt;
&lt;br /&gt;
==Strain and Continuity==&lt;br /&gt;
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''&amp;quot;Hit Points are not meat points&amp;quot;''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''&amp;gt;resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''&amp;gt;strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a &amp;gt;strain command is activated, it cannot be turned off without a &amp;gt;reset.''' The commands are:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps''' switches a character to &amp;quot;Playing for Keeps&amp;quot; mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you &amp;gt;reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon &amp;gt;reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing &amp;quot;honestly&amp;quot; and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''&amp;gt;reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other &amp;gt;strain commands up front gives better returns for investment. This is to prevent &amp;quot;waiting to see if you lose and then hitting the Continue command&amp;quot; from being the best strategy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''&amp;gt;continuity/&amp;lt;strain/break&amp;gt; &amp;lt;#&amp;gt;'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use &amp;gt;strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.&lt;br /&gt;
&lt;br /&gt;
==Fighting Multiple Opponents==&lt;br /&gt;
Frequently, a character may end up in a situation where they are outnumbered by their foes, either because a squad of PCs is responding to an action they've undertaken, or because the sides of a team conflict are mismatched and someone will end up taking on multiple opponents. The combat system has special functions for these scenarios, as otherwise the outnumbered character would very quickly run out of Drive, and have their HP obliterated by multiple attack per round. The combat system's functions for fighting multiple opponents are broadly and colloquially referred to as &amp;quot;boss&amp;quot; functions, or &amp;quot;bossing&amp;quot;, though they may be used equally well in fringe scenarios, such as a round in which a character suddenly engages or is engaged by a second enemy, or a hypothetical free for all where each side is attacking each other side. In all cases however, for all the tools available to the player to function at their full intended capacity, the bossing player should launch all of their attacks on their turn, and wait for all of their opponents to launch all of their attacks before attacking back. There is no need to strictly order who is attacked or defended against first&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When fighting multiple opponents, a player uses the '''&amp;gt;boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. &amp;gt;boss 3/normal to fight 3 opponents simultaneously. If no grade argument is entered, /normal is the default. These commands multiply the character's HP, Drive, and Hype bars to correctly handle the extra opponents they're fighting, and inform certain Archetypes, Quirks, and Signatures to expand on their behavior to be equally useful against multiple enemies. Abilities expanded by &amp;gt;boss are usually those that provide a one-time benefit, static starting bonus, which have a limited number of uses per battle, or which have a maximum resource cap, which would rapidly diminish in usefulness against more than one opponent, so it's important not to undershoot how many people you're actually fighting. Most articles that increment in terms, or after attacking or defending, do so once the full number of attacks or defenses have been resolved, so don't skip people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]&lt;br /&gt;
&lt;br /&gt;
When a player is part of a group arrayed against a single boss, they should use the '''party/start &amp;lt;name&amp;gt;''' command to create and name a Party, or the '''&amp;gt;party/join &amp;lt;name&amp;gt;''' command to join an existing Party of that name. '''&amp;gt;party/leave''' exits the Party. '''&amp;gt;party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''&amp;gt;reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.&lt;br /&gt;
&lt;br /&gt;
'''Boss Situations:''' In general, a player should use &amp;gt;boss/casual for situations in which there are no real stakes, such as casual sparring, or no reason the boss should win, such as run of the mill PvE encounters. &amp;gt;boss/normal should be used in most situations in which a PC bosses vs other PCs, and important PvE boss encounters that should realistically take some players out. &amp;gt;boss/serious should be reserved for when a PC is bossing with something fairly significant riding on the outcome, such as a branching path in a plot, or for rare PvE fights wherein it's expected that the boss enemy &amp;quot;may actually win&amp;quot;, and the plot can continue in a way that is different and still enjoyable if it did. These grades help narrow or widen the gap created by a full Party's combined Assists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Normal:'' As above, and the player's passive Drive gain is increased by the number of ''extra'' foes, and their passive Hype gain is increased by ''25%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
::''Serious:'' As above, but the player's passive Drive gain is increased by ''twice'' the number of extra foes, and their passive Hype gain is increased by ''50%'' per extra foe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss Usage:''' Due to the amount of resources that a boss can accumulate from being attacked by so many players, we expect a soft level of respect in how those resources are allocated. The combat system is technically balanced such that if the boss were to expend all their resources on targeting individual PCs until KO, their odds of winning wouldn't actually go up, so the act of intentionally focusing on eliminating specific players one at a time should be considered playing in ill faith, as all this accomplishes is forcing certain people out of the fight after getting to play very little. We encourage the bossing player to instead split their resources evenly across the Party as much as possible, with some wiggle room for players who have experienced runs of unusually bad luck. Trying to go soft on fragile characters and go hard at tough characters, or trying to use only strong defenses against powerful attackers and frail defenses against weak attackers, only serves to make everyone's results look the same, and generally suck the joy out of building and specializing a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Importantly, &amp;gt;boss can be adjusted ''downward'' as well as upward, without resetting, and will preserve the percentage of damage taken and resources gained or spent when doing so. If a PC has to leave the scene for some reason, or can no longer contribute, the number of opponents assigned to &amp;gt;boss ''should be adjusted down''. If a PC is simply KOed, there is no need to do so. Undershooting the number of players to try and make for an easier fight is an unnecessary kludge, and &amp;gt;boss/casual and use of '''GM Commands''' will do the job better and without complications. Overshooting the number of players to make a fight artificially harder will be squinted at very seriously, and all but definitely involve disciplinary measures if used to gain an edge in a PvP fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GM Commands==&lt;br /&gt;
'''&amp;gt;HPloss/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much HP of the specified type.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgain/&amp;lt;Type&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular &amp;quot;raw&amp;quot; HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You regain that much HP. Not useable with your personal Mantle. Use is logged..&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;HPgrant/&amp;lt;Type&amp;gt; &amp;lt;Name&amp;gt; &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target regains that much HP. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;driveloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Drive&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;drivegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypeloss &amp;lt;#&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
You lose that much Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hypegrant &amp;lt;Name&amp;gt;=&amp;lt;#&amp;gt;'''&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have somewhat greater accuracy, ''or'', the next attack you use will have somewhat worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;hardsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have much greater accuracy, ''or'', the next attack you use will have much worse accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;fullsell'''&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take will have almost perfect accuracy, ''or'', the next attack you use will have abysmally low accuracy. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;nosell'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active sell commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakminor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 10%, ''or'' decreases the damage of the next attack you use by about 10%. Doesn't announce to the room. Use &amp;gt;HPloss for announced damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakmajor'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 20%, ''or'' decreases the damage of the next attack you use by about 20%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;weakcritical'''&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the damage of the next attack you take by about 30%, ''or'' decreases the damage of the next attack you use by about 30%. Doesn't announce to the room.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strong'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels any active weak commands.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;delevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Drops your Weight class by one.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;relevel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Resets your Weight class back to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;pull/&amp;lt;Adjective/None&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Adjective&amp;gt; can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.&amp;lt;br&amp;gt;&lt;br /&gt;
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;grantbuff &amp;lt;Name&amp;gt;=&amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; references the name of the targeted character.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;debuffself &amp;lt;Cost&amp;gt;/&amp;lt;Stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Stat&amp;gt; references the stat the Buff will apply to.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Debuff equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;DoTself &amp;lt;Type&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; can be either Burn or Venom.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; references the Hype cost of the Buff Push you're copying.&amp;lt;br&amp;gt;&lt;br /&gt;
The next attack you take applies DoT equivalent to the Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;breakself'''&amp;lt;br&amp;gt;&lt;br /&gt;
Purges all of your Buffs.&lt;br /&gt;
&lt;br /&gt;
==Applying and Upgrades==&lt;br /&gt;
&lt;br /&gt;
When characters are initially approved for play, a large part of their combat toolset is set by staff, partly to the player's specifications, and partly as staff can best judge from the information the player gives us that informs us of the character and contextualizes their role in combat narrative. These aspects set at chargen are relatively set, and expected not to change unless the character as a concept is changed in a very significant way. Anakin Skywalker's fall to the Dark Side and becoming Darth Vader, Magus relinquishing his crusade and joining the side of the heroes, Krillin gaining power from the Dragon Balls, learning techniques like the Kaioken, and becoming part of the main crew; these are examples of character-defining changes that are hashed out with staff, universally as a result of substantial RP arcs, and altered on the back end.&lt;br /&gt;
&lt;br /&gt;
In most cases, a character increasing in power, experience, and ability, is an incremental process. They acquire legendary weapons, learn secret techniques, undergo intense special training, and similar things. All player characters have universal access to the Enhancement system, which exists to allow players to pursue and acquire this kind of power growth within the mechanical realm of the combat system. In some circumstances, staff or facheads may actually suggest player characters to be put up for Enhancement (and notify the player), but in the vast majority of instances, Enhancement Levels are applied for, so the player knows exactly what they're asking for, exactly what they're getting, and can have a clean yes or no.&lt;br /&gt;
&lt;br /&gt;
The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]&lt;br /&gt;
&lt;br /&gt;
'''Enhancement Criteria:''' MCM's standards for Enhancement approval can't help but be somewhat subjective, since there are countless kinds of RP that could merit or justify them. As a hard and fast statement however, Enhancements are not participation awards. They aren't given &amp;quot;for going to stuff and being around a while&amp;quot;, but are a progress track and grippable, attainable goal that exists for the enjoyment of players who want to make a goal of them. There is an expectation of credible and sustained effort before Enhancements are approved, and it should not be taken personally if staff says &amp;quot;Put in a little more work first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While a character will most typically gain an Enhancement as part of a planned, roleplayed arc that involves them increasing their personal power, the ''only'' valid metric towards gaining an Enhancement is ''creating content'' for the community, rather than taking or passively absorbing RP. Our desire is that players who wish to have their characters grow in strength over time do so by creating roleplay for other players to invest in and enjoy, rather than simply pilfering loot from scenes or just training off screen. This results both in a net gain in RP, and a tangible way for other characters to get involved, leading to a greater degree of communal validation and legitimacy to a character's growth, rather than nobody having any reason to care while they power up in a corner. This kind of content creation can come in many forms, such as running a plot, GMing scenes, taking a lead position as a co-runner or director of events, or playing an active catalyzing role that creates scenes which the character is the primary architect or driver of. It is sometimes possible for more than one player to claim credit for content that is a clear joint effort. It is ''always'' acceptable for a player to claim credit for scenes they created and ran, but which their character was not featured in, as otherwise prolific plot runners would rarely get the chance, due to their lessened time to play their own characters.&lt;br /&gt;
&lt;br /&gt;
Because we consider Enhancements to be of middling significance, and a luxury rather than a necessity to make a character a credible combatant, we judge upgrades of this kind to be milestones that are there for the enjoyment of building towards and achieving them, and not something anyone needs to stay competitive. Our default stance on borderline RP is a preference towards maintain the integrity of effort and reward for the sake of fun in pursuing them.&lt;br /&gt;
&lt;br /&gt;
==Stance on Combat RP==&lt;br /&gt;
&lt;br /&gt;
'''Builds and Matchups:''' The AGE 2.0 system is designed with a very high degree of modularity in mind, to be tailored to the audience of an individual MUSH. For MCM, our implementation leans heavily towards being broadly fair, and away from a complicated game simulation that rewards mastery and punishes ignorance, and so our AGE csys is tailored to prevent the existence of gimped or overpowered characters, and to prevent players from jobbing accidentally or cheesing out wins, by their OoC mastery. This is an important choice to minimize the learning curve necessary to engage with the community, to establish firm and consistent ballparks for various character concepts, and to provide low-stress fun in combat. &lt;br /&gt;
&lt;br /&gt;
That said, we expect a certain amount of common sense when interacting with the combat system, and we accept unusual wins and losses that may come from players declining to use any. If a character is obliterated for sitting on 1 HP while throwing out nothing light attacks with a pile of unspent resources and Quirks that obviously don't help them, they've failed the common sense test; the csys has not failed them. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on &amp;quot;not bouncing off&amp;quot;, the system is still working as intended.&lt;br /&gt;
&lt;br /&gt;
In terms of PvP, MCM does not subscribe to the idea that automatic win/loss should exist between players. All factors being normal, the majority of battles are expected to resolve roughly around a 40% to 60% win chance, and even fairly extreme gaps in power are intended not to reach 90%/10%. The choice not to display a total power level on characters is intentional, as we much prefer that people simply play with each other, rather than what is often the case where players remotely compare numbers and skate around each other, looking to avoid bigger fish and prey on littler ones. Our csys is designed to make ordinary fights fairly fast, casual, and low commitment for this reason.&lt;br /&gt;
&lt;br /&gt;
'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to &amp;quot;race to the bottom&amp;quot; of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.&lt;br /&gt;
&lt;br /&gt;
To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.&lt;br /&gt;
&lt;br /&gt;
The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and &amp;gt;strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of &amp;gt;strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.&lt;br /&gt;
&lt;br /&gt;
'''Dummy Testing:''' MCM's csys is effectively the foundational installation of the AGE system, and its tech is intended to be partly reusable by other combat systems in the future. For that reason, we aren't going to take kindly to players sitting around banging on spreadsheets trying to reverse engineer its nuts and bolts. This is mainly for the benefit of hypothetical future users who may want to use the tech; the AGE 2.0 system is running on fifteen layers of black magic under the hood to organically balance its many moving components, designed to require minimal staff adjustment to change later, and ''no need for advanced game knowledge'', and so &amp;quot;reverse engineering&amp;quot; the particulars not only isn't going to go very far, but isn't going to help win any battles. Intensive exploratory testing of the system is a huge waste of time, and will be taken as a sign of bad faith. That means running csys battles between a player's alts, sitting in rooms bashing public Mantles as test dummies, or any other use of the csys for something other than RP. Staff can see notices every time the csys is used.&lt;br /&gt;
&lt;br /&gt;
'''Alchemists:''' The mechanical minutiae of the combat system are boiled down to a simplified user end experience for a few reasons. One primary amongst them is to lower the barrier to entry for players who aren't big into tactical systems as hobbyists, and to generally provide an intuitive &amp;quot;what you see is what you get&amp;quot; handle on its interactions. That means that trying to sell claims of secret insight into the system or special patented mastery over its mechanics, is behaviour antithetical to the environment we want to foster. Peddling a mythical guru status with all the associated tips and exploits and pro strats accomplishes nothing but making other players doubt their grasp of a fundamentally simple system, and encouraging/spreading a perception of hierarchical system mastery. Helping people out and giving advice is perfectly fine, especially when asked for, but we want to pre-empt the eventuality of combat system being misrepresented as rocket science to the detriment of the enjoyment of other players.&lt;br /&gt;
&lt;br /&gt;
'''Long Memory:''' The way that MCM incorporates combat power divides between characters is intentionally within the realm of fighting games and ensemble comics, wherein characters of ostensibly vastly different capabilities come together in some roughly balanced whole where everyone is relevant to some degree. This absolutely means that it is possible for Krillin to defeat Cell/for Peter Quill to take down Thanos/etc. with pretty good luck, and this further means that fights between more evenly matched characters are going to be even less predictable. Nobody should win all their fights all the time. Nobody should lose fights to the same person over and over forever.&amp;lt;br&amp;gt;&lt;br /&gt;
This is something that should be ''understood and internalized by players as a culture'', because it indicates how MCM is set up to avoid a calcified pecking order of combat power. No matter the character, who won or lost a fight is a fact that is ultimately transient. It is meaningful in the short term, but it confronts the reality that the loser still has the same solid shot of being the winner the next time they meet. There is a known behaviour when it comes to combat RP in many places, for players to hold these things in &amp;quot;long memory&amp;quot;, milking a victory or rubbing a loss in someone's face for months or years. We discourage this kind of thing not only on the grounds of it annoying people and making ordinary fights carry enormous social pressure, but also because it will quite frankly bite you in the ass when they take another swing at you and get a couple of good rolls. Once a fight is a little ways in the past, it should stay in the past. Defining a reputation by a couple of cherry picked wins or losses is poor interaction that discourages people from trying their hand, makes people feel like they're gambling their career on every casual clash, and also just doesn't really work with our narrowly banded power scale.&lt;br /&gt;
&lt;br /&gt;
==Commands Glossary==&lt;br /&gt;
'''&amp;gt;armory'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/load &amp;lt;ID&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;ID&amp;gt; references the number seen next to the Mantle in your armory.&amp;lt;br&amp;gt;&lt;br /&gt;
Dons the specified Mantle. Will initialize upon &amp;gt;reset.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmainassist &amp;lt;Assist&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Assist&amp;gt; references the name of the selected Assist.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;armory/setmaintype &amp;lt;Archetype&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Archetype&amp;gt; references the name of the selected Archetype.&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;reset'''&lt;br /&gt;
Resets your HP, Drive, and Hype to their starting values. Clears all status effects and refreshes all abilities. Applies any Consequences you may have incurred.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;scan'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as Drive, current HP as a percentage, and Consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;sheet'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gives a detailed view of your currently initialized Mantle. Shows HP and its current percent, Drive and its threshold, Hype, Quirks, Stats, Archetype, Assist, Weight Class, Enhancement level, as well as any Consequences you may be under, all bonuses and penalties that are currently applied to you, all special resources you may have, and all Pushes that you currently have queued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;addquirk &amp;lt;Quirk&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;removequirk &amp;lt;Quirk&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Quirk&amp;gt; references the name of the selected Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;clearquirks'''&amp;lt;br&amp;gt;&lt;br /&gt;
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;setsig &amp;lt;Signature&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Signature&amp;gt; references the name of the selected Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;attack &amp;lt;Target&amp;gt;=&amp;lt;#&amp;gt;/&amp;lt;Type&amp;gt;:&amp;lt;Description or Title&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent you are attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the attack level, either 1, 2, 3, 4, or 5.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Description or Title&amp;gt; is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.&amp;lt;br&amp;gt;&lt;br /&gt;
Attacks an opponent. Costs are deducted. Your turn &amp;quot;ends&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;defend &amp;lt;Target&amp;gt;=&amp;lt;Type&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the opponent who is attacking you.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Type&amp;gt; must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.&amp;lt;br&amp;gt;&lt;br /&gt;
Defends against an incoming attack. The attack resolves at this step. Your turn &amp;quot;begins&amp;quot; when the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;support &amp;lt;Target&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Target&amp;gt; is the name of the ally you wish to support.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Undoes your currently pending action and resets your status to the beginning of your turn. Cannot be used after an attack has already resolved. Otherwise, all of your resources and switches will return to how they were when your turn started. Does not undo &amp;gt;keeps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push/list'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lists all available Pushes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Push from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Cost&amp;gt; is the Hype cost on the list. This specifies which level of the Push you're using.&amp;lt;br&amp;gt;&lt;br /&gt;
Activates a Push. This can be done at any time, including right before an attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;push &amp;lt;Name&amp;gt;/&amp;lt;Cost&amp;gt;=&amp;lt;Option&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Option&amp;gt; must be Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Applies to Buff and Debuff.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;cancel'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cancels all of your pending attacks and Pushes you used on your turn. Doesn't work after the opponent defends and the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;strain/keeps'''&amp;lt;br&amp;gt;&lt;br /&gt;
Activates &amp;quot;Playing for Keeps&amp;quot;. Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/stat &amp;lt;stat&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;stat&amp;gt; is the name of the stat you are strain-enhancing.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/reinforce'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;strain/continue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;gt;boss &amp;lt;#&amp;gt;/&amp;lt;Strength&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;#&amp;gt; is the number of opponents you intend to fight at once.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Strength&amp;gt; must be Casual, Normal, or Serious.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiplies your maximum and current HP by the number of opponents, and adjusts the usages and behaviors of limited or stacking Archetype, Quirk, Signature, Push, and Enhancement traits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/start &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/join &amp;lt;Name&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;Name&amp;gt; is the name of the Party you are joining.&amp;lt;br&amp;gt;&lt;br /&gt;
Joins a Party by the designated name.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/leave'''&amp;lt;br&amp;gt;&lt;br /&gt;
Leaves the party you are currently joined to.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;party/view'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows currently active parties, their participants, and their health levels.&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;gt;queue'''&amp;lt;br&amp;gt;&lt;br /&gt;
Shows all of your incoming and outgoing attacks pending.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mantle and Combat Resources==&lt;br /&gt;
Now that you've read the above, here is the current range of:&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Archetypes, Assists, Quirks, Signatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Pushes]]&amp;lt;br&amp;gt;&lt;br /&gt;
All available [[Enhancements]]&amp;lt;br&amp;gt;&lt;br /&gt;
Our current set of [[Mantles]]&amp;lt;br&amp;gt;&lt;br /&gt;
If you didn't read the above: go do it.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Pushes&amp;diff=16825</id>
		<title>Pushes</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Pushes&amp;diff=16825"/>
				<updated>2022-10-01T00:12:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Recover: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pushes=&lt;br /&gt;
Pushes are special actions and modifiers that can be activated by a character in combat by spending their Hype, meant to help represent the wide varieties of abilities, maneuvers, and options a character can have available to them moment-to-moment in combat, and to allow all players a universal amount of control over how their fight plays out, regardless of their character's specific Mantle. All Pushes are available to all characters by default, and may be used at any time.&amp;lt;br&amp;gt;&lt;br /&gt;
Using a Push that doesn't have an instantaneous effect loads it into a queue, where it will activate once an attack/defense exchange is resolved. Queuing up more Pushes than you have Hype will result in Pushes at the end of the list failing to activate. Using a Push creates a visible notification, which will tell anyone in the room that you have used one, but most don't name the specific Push itself, only whether it is &amp;quot;small&amp;quot; for spending 1-3 Hype, &amp;quot;big&amp;quot; for spending 4-5 Hype, or &amp;quot;huge&amp;quot; for spending 6 or more Hype. This allows players to anticipate which attacks and defenses are the most heavily enhanced, without divulging all details.&amp;lt;br&amp;gt;&lt;br /&gt;
It should be noted that, unless attached to an explicit number of effect, all Pushes are inherently self-regulating. Spending Hype on a Push will have a roughly equal effect on any level of attack, meaning that there is no strict need to save up Hype to only utilize Pushes for the largest attacks in a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack:===&lt;br /&gt;
'''Attack I:''' Cost 2 - The damage of your next attack is increased by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack II:''' Cost 4 - The damage of your next attack is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attack III:''' Cost 6 - The damage of your next attack is increased by an ''Extreme'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense:===&lt;br /&gt;
'''Defense I:''' Cost 2 - The damage from the next attack you take is reduced by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense II:''' Cost 4 - The damage from the next attack you take is reduced by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense III:''' Cost 6 - The damage from the next attack you take is reduced by an ''Extreme'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Balance:===&lt;br /&gt;
'''Balance I:''' Cost 1 - The damage of your next attack is increased by a ''Moderate'' amount and the damage from the next attack you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Balance II:''' Cost 3 - The damage of your next attack is increased by a ''Significant'' amount and the damage from the next attack you take is reduced by a ''Significant'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Balance III:''' Cost 5 - The damage of your next attack is increased by a ''Major'' amount and the damage from the next attack you take is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buff:===&lt;br /&gt;
'''Buff I:''' Cost 2 - You gain a ''Moderate'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff II:''' Cost 4 - You gain a ''Significant'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff III:''' Cost 6 - You gain a ''Superior'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Buff X:''' Cost 8 - You gain an ''Extreme'' Buff to a stat of your choice for 2 turns, activating during your next attack or defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Debuff:===&lt;br /&gt;
'''Debuff I:''' Cost 2 - Your next attack applies a ''Solid'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff II:''' Cost 4 - Your next attack applies a ''Major'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff III:''' Cost 6 - Your next attack applies a ''Massive'' Debuff to a stat of your choice for 2 turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Over Time - Venom:===&lt;br /&gt;
'''Venom I:''' Cost 2 - Your next attack applies ''6 Moderate'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Venom II:''' Cost 4 - Your next attack applies ''6 Solid'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Venom III:''' Cost 6 - Your next attack applies ''6 Significant'' Venom stacks. While the target has Venom stacks, each of their defenses consumes Venom stacks equal to the level of the attack they defend against, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Over Time - Burn:===&lt;br /&gt;
'''Burn I:''' Cost 1 - Your next attack applies ''6 Minor'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Burn II:''' Cost 3 - Your next attack applies ''6 Moderate'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals damage based on the accuracy and relative power of the hit that applied them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Burn III:''' Cost 5 - Your next attack applies ''6 Solid'' Burn stacks. While the target has Burn stacks, each of their attacks consumes Burn stacks equal to the level of the attack they use, and each stack deals damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exhaust - Deplete:===&lt;br /&gt;
'''Deplete I:''' Cost 2 - The Drive cost of your opponent's next attack is increased by ''3'' + the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deplete II:''' Cost 4 - The Drive cost of your opponent's next attack is increased by ''6'' + twice the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deplete II:''' Cost 6 - The Drive cost of your opponent's next attack is increased by ''9'' + thrice level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exhaust - Siphon:===&lt;br /&gt;
'''Siphon I:''' Cost 2 - After your attack, your opponent recovers ''7'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Siphon II:''' Cost 4 - After your attack, your opponent recovers ''14'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Siphon III:''' Cost 6 - After your attack, your opponent recovers ''21'' less Drive on their next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boost:===&lt;br /&gt;
'''Boost I:''' Cost 2 - You instantly gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boost II:''' Cost 4 - You instantly gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boost III:''' Cost 6 - You instantly gain ''15'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recharge:===&lt;br /&gt;
'''Recharge I:''' Cost 1 - You gain ''10'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge II:''' Cost 3 - You gain ''30'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge III:''' Cost 5 - You gain ''50'' Shield HP. Cannot be used if you have no Shield HP remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recharge X:''' Cost 8 - You gain a Shield HP bar equal to ''15%'' of your maximum HP if you had none. The bar begins half full. Can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repair:===&lt;br /&gt;
'''Repair I:''' Cost 1 - You convert ''10'' HP to Armor HP. Cannot be used if you have no Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair II:''' Cost 3 - You convert ''30'' HP to Armor HP. Cannot be used if you have no Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair III:''' Cost 5 - You convert ''50'' HP to Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Repair X:''' Cost 7 - You convert ''70'' HP to Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recover:===&lt;br /&gt;
'''Recover I:''' Cost 2 - Revert ''40'' and ''25'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recover II:''' Cost 4 - Revert ''80'' and ''50'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recover III:''' Cost 6 - Revert ''120'' and ''75'' of your Peril and Fade HP back to its previous form of HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tear:===&lt;br /&gt;
'''Tear I:''' Cost 2 - Your next attack deals ''Significant'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear II:''' Cost 4 - Your next attack deals ''Superior'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear III:''' Cost 6 - Your next attack deals ''Extreme'' extra damage in the form of Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jolt:===&lt;br /&gt;
'''Jolt I:''' Cost 2 - Your next attack deals ''Superior'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt II:''' Cost 4 - Your next attack deals ''Massive'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt III:''' Cost 6 - Your next attack deals ''Extreme'' extra damage in the form of Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cure:===&lt;br /&gt;
'''Cure I:''' Cost 2 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Solid'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''5-10'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''5-10'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cure II:''' Cost 4 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Major'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''10-20'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''10-15'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cure III:''' Cost 6 - You cure up to ''2'' Debuffs, prioritizing the strongest, at an ''80%'' chance for ''Superior'' Debuffs, and each adjective lower or higher, and/or each turn lower or higher than ''2'' remaining, increasing or reducing the chance by ''20%''.&amp;lt;br&amp;gt;&lt;br /&gt;
You cure ''20-25'' points worth of Damage over Time stacks. Minor stacks are worth 1 point, with each adjective higher worth 1 more.&amp;lt;br&amp;gt;&lt;br /&gt;
You lose ''15-20'' less Drive the next time you are affected by an Exhaust.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Break:===&lt;br /&gt;
'''Break I:''' Cost 2 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Moderate'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break II:''' Cost 4 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Significant'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break III:''' Cost 6 - Your next attack has a ''50%'' chance of removing up to ''2'' Buffs from the target, prioritizing the strongest, before hitting, and another ''50%'' chance if it hits. Each adjective lower or higher than ''Superior'' increases or decreases the chance by ''10%''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace:===&lt;br /&gt;
'''Coup de Grace:''' Cost 5 - Your next attack immediately converts all remaining turns of all Damage Over Time, Debuff, and Exhaust effects on your opponent into damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace X:''' Cost 7 - Your next attack immediately converts all remaining turns of all Damage Over Time, Debuff, and Exhaust effects on your opponent into damage, and consumes all Peril and Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Second Wind:===&lt;br /&gt;
'''Second Wind:''' Cost 8 - After your next attack, you gain Peril HP equal to ''15%'' of your maximum HP. Second Wind can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Second Wind X:''' Cost 10 - After your next attack, you gain Peril HP equal to ''20%'' of your maximum HP. Second Wind can only be used once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indomitable:===&lt;br /&gt;
'''Indomitable:''' Cost 8 - After your next attack, you take ''40%'' less damage from the next attack from your target. Cannot be used two turns in a row.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Indomitable X:''' Cost 10 - After your next attack, you take ''45%'' less damage from the next attack from your target. Cannot be used two turns in a row.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Finishing Blow:===&lt;br /&gt;
'''Finishing Blow:''' Cost 10 - Your next attack, so long as it does not result in a Miss, automatically becomes a Critical Hit after its final result is decided, but is somewhat less damaging. If it was already a Critical Hit, it gains a ''Major'' increase in damage instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ultimate Attack:===&lt;br /&gt;
'''Ultimate Attack:''' Cost 10 - Your next attack deals ''50%'' more damage.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16821</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16821"/>
				<updated>2022-08-16T14:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Deflection: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal a ''Superior'' amount less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to drain Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only drain a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9''/''4'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16820</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16820"/>
				<updated>2022-08-16T14:12:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Eradication: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal ''20%'' less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to drain Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only drain a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9''/''4'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16819</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16819"/>
				<updated>2022-08-16T14:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Eradication: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal ''20%'' less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to drain Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only drain a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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 ''20%'' chance to gain an ''Eradication'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9''/''4'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16818</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16818"/>
				<updated>2022-08-16T05:14:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Eradication: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal ''20%'' less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to drain Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only drain a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
When you are attacked, for each full percentage point less than ''20%'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9''/''4'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16816</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16816"/>
				<updated>2022-08-01T21:32:18Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Eradication: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal ''20%'' less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to drain Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only drain a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9''/''4'' 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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16815</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16815"/>
				<updated>2022-08-01T21:05:34Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Just That Good: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal ''20%'' less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to drain Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only drain a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9'' of their HP is converted to Fade HP for each ''Eradication'' stack they have, including those gained from attacking, then their ''Eradication'' stacks are reduced by one third and rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Moderate'' bonus to the accuracy and damage of your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to the accuracy and damage of attacks against you.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

	<entry>
		<id>https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16814</id>
		<title>Archetypes, Assists, Quirks, Signatures</title>
		<link rel="alternate" type="text/html" href="https://multiversemush.com/mw/index.php?title=Archetypes,_Assists,_Quirks,_Signatures&amp;diff=16814"/>
				<updated>2022-08-01T21:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bezel: /* Ultimate Defense: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Archetypes:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Powerhouses:==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no wrong choices&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
===All Star - The All Around Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''2'' Hype instead of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unstoppable - The Power Powerhouse===&lt;br /&gt;
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make gain the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Close Call deals a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A Solid Hit deals a ''Significant'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No ''Minor'' penalty to Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The free Attack I Push becomes Attack II.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inerrable - The Precision Powerhouse===&lt;br /&gt;
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''20%'' chance to upgrade one Hit Level.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immovable - The Endurance Powerhouse===&lt;br /&gt;
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you deal ''20'' less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''30%'' chance of gaining ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''15%'' of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Untouchable - The Mitigation Powerhouse===&lt;br /&gt;
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Destroyer - The Offensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the effect of a free Attack I Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals a ''Solid'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
A natural Critical Hit gains a ''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's chance to generate Hype is ''doubled.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivor - The Defensive Powerhouse===&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the damage you take by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''30'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from a Close Call.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Moderate'' amount less damage from a Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''10'' HP on a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aspirant - The Self-Strengthening Powerhouse===&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''4'' less Drive for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Endurance for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Mitigation for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Can stack twice.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Precision for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' more Drive after your defense for the rest of the fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demoralizer - The Malus Powerhouse===&lt;br /&gt;
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Venom II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Deplete II Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero - The Drive Powerhouse===&lt;br /&gt;
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Light Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''0'' Drive instead of ''-5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standard - Heavy Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack costs ''1'' - ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Deadly - Finishing Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Pay an additional ''7 - ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arsenal - The Hype Powerhouse===&lt;br /&gt;
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased to ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Hype gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Immortal - The Regeneration Powerhouse===&lt;br /&gt;
You heal a ''Major'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard or Maneuver Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal an additional ''Major'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster or Focus Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Major'' amount of the damage you deal on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Icon - The Team Powerhouse===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''6''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard, Maneuver, Focus, and Bolster Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to the Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis - The Protective Powerhouse===&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''60''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Superior'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defenses:&amp;lt;br&amp;gt;'''&lt;br /&gt;
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
All status effects that would be inflicted on support targets are inflicted on you instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Panacea - The Healing Powerhouse===&lt;br /&gt;
'''Finishing Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal ''no'' damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Your support target heals ''25%'' of their maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only trigger ''once''. Consumes the once per fight use of Second Wind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Support:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Heal a ''Moderate'' amount of your maximum HP after defending.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Paragon - The Versatility Specialist===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
Once you've spent at least ''8'' Hype, you gain a Hype Badge.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Solid'' amount more damage with all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Precision Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Endurance Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Solid'' amount less damage from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mitigation Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hype Badge:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks have an additional ''160%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demolisher - The Power Specialist===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Smash'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assassin - The Precision Specialist===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''Solid'' bonus to Precision as long as you are at Step 1.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your attack depletes the opponent's Drive by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next defense has a ''150%'' chance of generating Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''5'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain ''2'' Targeting Points.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggernaut - The Endurance Specialist===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Steam'' is ''500''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As your Steam crosses total thresholds, you gain stacking bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ace - The Mitigation Specialist===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You can store a maximum of ''5 Openings''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Opening:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack is a Miss, you gain ''10'' Drive instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You regain an Evasion Point.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blaster - The Offense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' penalty to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is decreased by ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a maximum of ''9'' of each type of ''Blast Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blast Points:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentinel - The Defense Specialist===&lt;br /&gt;
''Moderate'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Grit'' is ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Grit:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''10 Grit'' expended, heal ''35'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Grit'' expended, you gain ''3'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overcharged - The Powerup Specialist===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power Track:'''&amp;lt;br&amp;gt;&lt;br /&gt;
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Super:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have a ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mega:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to both Power and Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''6'' Drive, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Reinforce'' your Signature, once.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ultra:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''7'' Hype, once.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dominator - The Control Specialist===&lt;br /&gt;
''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum ''Control'' is ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Consistent Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''All'' of the attack's damage is dealt as Fade HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''250%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forceful Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Half'' of the attack's damage is dealt as Peril HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''125%'' chance to gain Control, multiplied by the attack's level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Efficient Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost isn't reduced.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dramatic Attacks:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's Drive cost is increased by its level plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If the attack results in a Miss, gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Guard Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack's damage is reduced by ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Maneuver Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Significant'' amount of the damage you take from the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Rally Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''15 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''2'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''4'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Break Push''':&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The attack deals ''35'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Debuff Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exhaust Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The target loses ''2-3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Damage Over Time Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''10'' Control.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Moderate'' amount of the damage of your next two attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tear Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Peril HP you inflict is increased by a ''Major'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Jolt Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You expend ''5 Control''.&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of Fade HP you inflict is increased by a ''Superior'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Coup de Grace Push:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hot Blooded - The Drive Specialist===&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.&amp;lt;br&amp;gt;&lt;br /&gt;
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recombinator - The Build Specialist===&lt;br /&gt;
''Moderate'' penalty to ''all'' attacks and defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain one additional Prime Quirk.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain three additional Quirks.&amp;lt;br&amp;gt;&lt;br /&gt;
You can equip and use a second Signature with &amp;gt;setsig2 and &amp;gt;sig2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recombine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolster Defense:''' Recombine your ''first'' Signature.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Focus Defense:''' Recombine your ''second'' Signature.&lt;br /&gt;
&lt;br /&gt;
=Assists:=&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Armorer:===&lt;br /&gt;
All teammates gain ''40'' Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Blocker:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Charger:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Conspirator:===&lt;br /&gt;
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Disruptor:===&lt;br /&gt;
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Encourager:===&lt;br /&gt;
All teammates increase their maximum HP by ''90''.&lt;br /&gt;
&lt;br /&gt;
===Healer:===&lt;br /&gt;
All teammates heal a ''Solid'' amount of the damage they take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Interceptor:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Leader:===&lt;br /&gt;
All teammates have a ''425%'' chance to gain Drive on each defense.&lt;br /&gt;
&lt;br /&gt;
===Oppressor:===&lt;br /&gt;
All teammates have a ''375%'' chance to deplete Drive with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Originator:===&lt;br /&gt;
All teammates have a ''75%'' chance to gain Hype on each attack and defense.&lt;br /&gt;
&lt;br /&gt;
===Provoker:===&lt;br /&gt;
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.&lt;br /&gt;
&lt;br /&gt;
===Reclaimer:===&lt;br /&gt;
All teammates ''Reinforce'' the first time they use the Rally defense.&lt;br /&gt;
&lt;br /&gt;
===Shielder:===&lt;br /&gt;
All teammates gain ''80'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Spotter:===&lt;br /&gt;
All teammates gain a ''Solid'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
=Quirks:=&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===Aim Assist:===&lt;br /&gt;
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.&lt;br /&gt;
&lt;br /&gt;
===Beat Stick:===&lt;br /&gt;
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''.&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Critical Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Berserk:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Deadly Aura:===&lt;br /&gt;
All of your attacks deal ''13'' more damage.&lt;br /&gt;
&lt;br /&gt;
===Destructive Energy:===&lt;br /&gt;
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Erosion:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Exploitation===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Exsanguination:===&lt;br /&gt;
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.&lt;br /&gt;
&lt;br /&gt;
===Feedback Loop:===&lt;br /&gt;
All damage you deal is increased by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attacks deal no damage, you gain ''1'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye I:===&lt;br /&gt;
''Moderate'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye II:===&lt;br /&gt;
''Solid'' bonus to Precision.&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Keen Eye III:===&lt;br /&gt;
''Significant'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Last Word:===&lt;br /&gt;
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.&lt;br /&gt;
&lt;br /&gt;
===Maximized Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows I:===&lt;br /&gt;
''Moderate'' bonus to Power.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows II:===&lt;br /&gt;
''Solid'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Mighty Blows III:===&lt;br /&gt;
''Significant'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Murderous Intent:===&lt;br /&gt;
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Piece by Piece===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Professional:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus'' to Precision.&lt;br /&gt;
&lt;br /&gt;
===Rage:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.&lt;br /&gt;
&lt;br /&gt;
===Shockwave:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Toxicity:===&lt;br /&gt;
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.&lt;br /&gt;
&lt;br /&gt;
===Venomous Touch:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Withering Strikes:===&lt;br /&gt;
Your attacks convert an amount of your opponent's HP to Peril HP equal to a ''Massive'' amount of the damage they deal&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Precision.&lt;br /&gt;
&lt;br /&gt;
===Walking Fire:===&lt;br /&gt;
Whenever you initially score a Miss, the attack is rerolled once.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
==Offensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Certain Kill:===&lt;br /&gt;
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.&amp;lt;br&amp;gt;&lt;br /&gt;
''15%'' chance to upgrade your Close Call attacks to Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Precision.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage:===&lt;br /&gt;
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Close Calls deal a ''Superior'' amount more damage.&lt;br /&gt;
&lt;br /&gt;
===Deathblow:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Power on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Joust:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.&lt;br /&gt;
&lt;br /&gt;
===Predictive Targeting:===&lt;br /&gt;
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.&amp;lt;br&amp;gt;&lt;br /&gt;
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.&lt;br /&gt;
&lt;br /&gt;
===Overwhelm:===&lt;br /&gt;
Add a ''Massive'' portion of your Power to your Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.&lt;br /&gt;
&lt;br /&gt;
===Riposte:===&lt;br /&gt;
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Rout:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Thousand Cuts:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Trade:===&lt;br /&gt;
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.&lt;br /&gt;
&lt;br /&gt;
===Trick Shooting:===&lt;br /&gt;
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Your attacks cost ''1'' less Drive per attack level.&lt;br /&gt;
&lt;br /&gt;
==Defensive Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor:===&lt;br /&gt;
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, and you have a ''10%'' chance to lose Drive for each point of damage negated.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field I:===&lt;br /&gt;
You gain ''50'' maximum Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field II:===&lt;br /&gt;
You gain ''75'' maximum Shield HP.&lt;br /&gt;
''Minor ''penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Barrier Field III:===&lt;br /&gt;
You gain ''100'' maximum Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Bunker Down:===&lt;br /&gt;
All damage you take is reduced by a ''Moderate'' amount.&amp;lt;br&amp;gt;&lt;br /&gt;
When an attack deals no damage to you, you gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Caution:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your defenses.&lt;br /&gt;
&lt;br /&gt;
===Combat Suit:===&lt;br /&gt;
Trade ''120'' of your normal HP for ''120'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Expert:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor bonus to Mitigation.''&lt;br /&gt;
&lt;br /&gt;
===Failsafe:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Guard Stance:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''150%'' chance to gain Drive on a Miss instead&lt;br /&gt;
&lt;br /&gt;
===Hardened:===&lt;br /&gt;
You take ''12'' less damage from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Intuition:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Last Chance:===&lt;br /&gt;
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.&lt;br /&gt;
&lt;br /&gt;
===Miraculous Escape:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Optimizer===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is reduced by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Pain Absorption===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes I:===&lt;br /&gt;
''Moderate'' bonus to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes II:===&lt;br /&gt;
''Solid'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Quick Reflexes III:===&lt;br /&gt;
''Significant'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Shield Buffer:===&lt;br /&gt;
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate I:===&lt;br /&gt;
You gain ''30'' maximum Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate II:===&lt;br /&gt;
You gain ''45'' maximum Armor HP.&lt;br /&gt;
''Minor'' penalty to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Solid Plate III:===&lt;br /&gt;
You gain ''60'' maximum Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Staying Power:===&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&lt;br /&gt;
&lt;br /&gt;
===Survival Instinct:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''Moderate'' bonus to Endurance and a Minor penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body I:===&lt;br /&gt;
''Moderate'' bonus to Endurance.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body II:===&lt;br /&gt;
''Solid'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Toughened Body III:===&lt;br /&gt;
''Significant'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to Precision.&lt;br /&gt;
&lt;br /&gt;
===Vital Force:===&lt;br /&gt;
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
==Defensive Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Anticipation:===&lt;br /&gt;
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.&lt;br /&gt;
&lt;br /&gt;
===Cloaking:===&lt;br /&gt;
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is reduced by ''50''.&lt;br /&gt;
&lt;br /&gt;
===Convenient Keepsake:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Damage Control:===&lt;br /&gt;
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Peril HP, you recover ''10'' Shield HP.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have no Shield HP, you recover ''12'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''35''.&lt;br /&gt;
&lt;br /&gt;
===Deflection:===&lt;br /&gt;
All Close Calls you take deal ''20%'' less damage.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield:===&lt;br /&gt;
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.&lt;br /&gt;
&lt;br /&gt;
===Fortified Defenses:===&lt;br /&gt;
All Critical Hits you take have a ''70%'' chance of downgrading to a Solid Hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Finishing Critical Hits deal an ''Extreme'' amount less damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powered Shell:===&lt;br /&gt;
Trade ''200'' of your normal HP for ''200'' Armor HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Moderate penalty to both Endurance and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Relic Frame:===&lt;br /&gt;
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Regeneration:===&lt;br /&gt;
You heal a ''Significant'' amount of damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Resolute:===&lt;br /&gt;
You take ''25'' less damage from Critical Hits.&amp;lt;br&amp;gt;&lt;br /&gt;
You take ''18'' less damage from Solid Hits and Close Calls.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP when Missed.&lt;br /&gt;
&lt;br /&gt;
===Unshakeable:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a ''225%'' chance to gain Drive on a Miss instead.&lt;br /&gt;
&lt;br /&gt;
==Utility Quirks:==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline:===&lt;br /&gt;
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.&lt;br /&gt;
&lt;br /&gt;
===Aggression:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Battle High:===&lt;br /&gt;
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.&lt;br /&gt;
&lt;br /&gt;
===Bloodthirsty:===&lt;br /&gt;
You heal a ''Solid'' amount of the damage you deal on all attacks.&lt;br /&gt;
&lt;br /&gt;
===Bruiser:===&lt;br /&gt;
''Moderate'' bonus to both Power and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Precision and Mitigation.&lt;br /&gt;
&lt;br /&gt;
===Deep Reserves:===&lt;br /&gt;
Your maximum Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your starting Drive is increased by ''10''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&lt;br /&gt;
&lt;br /&gt;
===Desperation:===&lt;br /&gt;
When you drop to ''75%'' HP, you gain a ''50%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.&lt;br /&gt;
&lt;br /&gt;
===Determination===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Devotee===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Efficient Movement:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Fencer:===&lt;br /&gt;
''Moderate'' bonus to both Precision and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' penalty to both Power and Endurance.&lt;br /&gt;
&lt;br /&gt;
===Firebrand:===&lt;br /&gt;
Each member of your Party besides yourself gains ''3'' more passive Drive gain.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you lose ''1%'' of your maximum HP on each defense.&lt;br /&gt;
&lt;br /&gt;
===Flow:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Hated:===&lt;br /&gt;
Your attacks have a ''20%'' chance to drain Hype per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
You can only drain a maximum of ''4'' Hype per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In The Zone:===&lt;br /&gt;
You gain ''2 ''Zone Points''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming a second ''Zone Point'' increases the chance by ''20%''.&lt;br /&gt;
&lt;br /&gt;
===Last Stand:===&lt;br /&gt;
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Modular Loadout:===&lt;br /&gt;
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.&lt;br /&gt;
&lt;br /&gt;
===Opportunist:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Prep Time:===&lt;br /&gt;
Your starting Hype is increased by 3.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.&lt;br /&gt;
&lt;br /&gt;
===Reignite:===&lt;br /&gt;
''Minor'' penalty to Power. The fist time you deal damage at least ''20%'' of the target's max HP, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Reinvigorate:===&lt;br /&gt;
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Rhythm:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Selfless:===&lt;br /&gt;
Each member of your Party besides yourself heals ''25'' HP after each defense.&amp;lt;br&amp;gt;&lt;br /&gt;
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.&lt;br /&gt;
&lt;br /&gt;
===Vampirism:===&lt;br /&gt;
You heal a ''Significant'' amount of the damage you deal on all attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is decreased by ''2''.&lt;br /&gt;
&lt;br /&gt;
==Utility Prime Quirks==&lt;br /&gt;
&lt;br /&gt;
===Bag of Tricks:===&lt;br /&gt;
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
When you use the Rally Defense, you gain one of the following for each stack:&amp;lt;br&amp;gt;&lt;br /&gt;
A random Buff II Push to Power, Precision, Endurance, or Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
A random Attack II, Defense II, or Balance II.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal ''25'' HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain ''10'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a ''350%'' chance of generating Hype on your next attack or defense.&lt;br /&gt;
&lt;br /&gt;
===Experimental Equipment:===&lt;br /&gt;
Each of your attacks benefits from one of the following. ''25%'' of the time the attack benefits from two of the following instead:&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''Moderate'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
A ''110%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
A cost reduction of ''3'' Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage the attack deals.&lt;br /&gt;
&lt;br /&gt;
===Followup:===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Genius:===&lt;br /&gt;
Your passive Hype gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
All of your attacks have ''75%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot use Dramatic Attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum Hype is increased by ''5''.&lt;br /&gt;
&lt;br /&gt;
===Psyche Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Psych Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Reiterate:===&lt;br /&gt;
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.&lt;br /&gt;
&lt;br /&gt;
===Reload:===&lt;br /&gt;
The first time you use the Rally defense, Reinforce.&lt;br /&gt;
&lt;br /&gt;
===Ramp Up:===&lt;br /&gt;
Each time you defend, you gain a stack of ''Ramp Up''.&amp;lt;br&amp;gt;&lt;br /&gt;
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.&lt;br /&gt;
&lt;br /&gt;
===Runback:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saboteur:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
The effect of each stack depends on the action used to apply it.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard stacks: ''Moderate'' penalty to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver stacks: ''Moderate'' penalty to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster stacks: ''Moderate'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus stacks: ''Moderate'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally stacks: Passive Drive gain is decreased by ''3''.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful stacks: ''Minor'' penalty to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent stacks: ''Minor'' penalty to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient stacks: Attacks cost ''1'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.&lt;br /&gt;
&lt;br /&gt;
===Star Power:===&lt;br /&gt;
''Minor'' bonus to Forceful and Consistent attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks cost ''1'' less Drive per attack level.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks have an additional ''40%'' chance to generate Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''2''.&lt;br /&gt;
&lt;br /&gt;
===Versatile Fighter:===&lt;br /&gt;
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.&lt;br /&gt;
&lt;br /&gt;
=Signatures:=&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;super Quirk&amp;quot; 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 '''&amp;gt;signature''' or '''&amp;gt;sig''' command, the use of which is referred to as an &amp;quot;Activation&amp;quot; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Shields:===&lt;br /&gt;
''Minor'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP recharge rate is increased to ''50''.&amp;lt;br&amp;gt;&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''75'' Shield HP.&lt;br /&gt;
&lt;br /&gt;
===Anathema:===&lt;br /&gt;
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''9 Anathema Points.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Authority:===&lt;br /&gt;
Your maximum HP is increased by ''50''&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
Use &amp;gt;signature &amp;lt;name&amp;gt;/&amp;lt;Hype/Drive/HP&amp;gt;=&amp;lt;amount&amp;gt; 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 &amp;gt;confirm &amp;lt;name&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.&amp;lt;br&amp;gt;&lt;br /&gt;
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''5%'' of your maximum HP.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''8'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Badass Normal:===&lt;br /&gt;
You have ''no Hype'' and ''cannot gain Hype by any means''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your maximum HP is increased by ''100''.&amp;lt;br&amp;gt;&lt;br /&gt;
Your passive Drive gain is increased by ''5''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Power and Precision on your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to both Endurance and Mitigation on your next defense.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier:===&lt;br /&gt;
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1 Combo'' stack.&amp;lt;br&amp;gt;&lt;br /&gt;
For each attacking phase you've already completed, you gain 5 Drive.&lt;br /&gt;
&lt;br /&gt;
===Enervation:===&lt;br /&gt;
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.&lt;br /&gt;
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eradication:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever your opponent attacks you, after their attack, ''9'' of their HP is converted to Fade HP for each ''Eradication'' stack they have, including those gained from attacking, then their ''Eradication'' stacks are reduced by one third and rounded down.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Your next attack or defense applies ''6'' more ''Eradication'' stacks.&lt;br /&gt;
&lt;br /&gt;
===EX Action:===&lt;br /&gt;
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Forceful attacks gain a ''Massive'' bonus to Power.&amp;lt;br&amp;gt;&lt;br /&gt;
Consistent attacks gain a ''Massive'' bonus to Precision.&amp;lt;br&amp;gt;&lt;br /&gt;
Dramatic attacks generate ''4'' more Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
Guard actions gain a ''Massive'' bonus to Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver actions gain a ''Massive'' bonus to Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.&amp;lt;br&amp;gt;&lt;br /&gt;
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' uses of EX Action.&lt;br /&gt;
&lt;br /&gt;
===Go Down Swinging:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.&amp;lt;br&amp;gt;&lt;br /&gt;
This Signature cannot trigger another copy of this Signature. The target is defeated normally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The damage of your next attack is increased by ''55''.&amp;lt;br&amp;gt;&lt;br /&gt;
''Major'' bonus to Precision on your next attack.&lt;br /&gt;
&lt;br /&gt;
===Impervious:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual&amp;lt;br&amp;gt;&lt;br /&gt;
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
You convert ''80'' HP to Armor HP.&lt;br /&gt;
&lt;br /&gt;
===Just That Good:===&lt;br /&gt;
''Minor'' bonus to Power, Precision, Mitigation, and Endurance.&amp;lt;br&amp;gt;&lt;br /&gt;
You begin the battle with ''3'' more Hype and ''5'' more Drive.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''1'' Hype.&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Drive.&lt;br /&gt;
&lt;br /&gt;
===Killer Move:===&lt;br /&gt;
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%''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.&lt;br /&gt;
&lt;br /&gt;
===Maximum Hype:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.&lt;br /&gt;
&lt;br /&gt;
===Multi-Stage Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.&lt;br /&gt;
&lt;br /&gt;
===Perfect Strike:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' Targeting Points.&lt;br /&gt;
&lt;br /&gt;
===Resurrection:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Recover ''30%'' of the damage you took from the last attack you defended against.&lt;br /&gt;
&lt;br /&gt;
===Splatterhouse:===&lt;br /&gt;
When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Heal ''80'' HP.&lt;br /&gt;
&lt;br /&gt;
===Turbo Overdrive:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''4 Overdrive Points''.&lt;br /&gt;
&lt;br /&gt;
===Ultimate Defense:===&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3'' uses of Ultimate Defense.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Reflexes:===&lt;br /&gt;
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''.&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Reinforce:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gain ''3 Evasion Points''.&lt;/div&gt;</summary>
		<author><name>Bezel</name></author>	</entry>

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