Basics of Combat Info: Status Effects -2
Blinding can easily happen, from dust to dirt thrown in the eyes, to a sharp swipe of the sword over the face. At any rate, blinded can ruin a fight rather quickly. The effects of blinding drop your attack damage by half at the final tally if not prevented. Also, to note, blinding someone can drop their [c] and [cc] word count to 15 words instead of 20. Blinded last 3 turns after it is inflicted unless the player uses [Res] Rest with 1 ap to clean the eyes.
A player must actively blind as part of their attack by stating how and with what they are blinded. Induce states of slashing or chemical blinds with no logical way to stop it other than a heal spell, will blind for the rest of the match. Blind only applies to sight, thus only reduces counters and damage from the opponent not negates.
Prone is the effect of being knocked down. During this state, you are limited in your options. You cannot walk, run or even climb till you get up. In doing so you must spend 1 AP. While prone your damage will also be cut by 50% at the tally. It is assumed while knocked down your disoriented.
Pinned is the state of being trapped by a player / NPC or object. During this state you cannot move, u must spend 1 ap if able, to fight and get out of the pin. If trapped by an object such as a pillar 2 ap must be spent to pull yourself out from under, if not pushing it off you. Note while in Pin, no evasive counters can use IE: Dodge, sidestep, rolls or any movement of any kind. [c] and [cc] word count is reduced by half from 20 to 10.
Fire & Acid can be frightening depending on who is in control of it. Fire burns at 10 base damage per turn, per area it is hit the same applies for acid. It does not go out unless the player rolls, or intentionally puts it out, in the event of acid they must wash it off or use dirt to rub it off.
A player can dive into water as well to get rid of both acid and fire. A weapon ignited with fire will gain burn with every slash they make but not with acid. However, will not gain burn with piercing, however, acid applies in this effect. Fire & Acid can also be thrown from oil parts and vials. The goal of fire is to add more and more damage with each contact and to keep the player from putting it out! It should be noted that fire can spread from one player to the next if in close proximity where acid cannot.
If a player is on fire for more than 3 turns, they will lose -1 AP until they put it out. If they are on fire for more then 5 turns, they immediately KO and will not be able to take part until another player puts it out. The same applies to Acid. A player must state they are applying acid or igniting a fire with 1 ap.
Stumble , KNocked Back , Triped
While these are not necessaryIf a player is on fire for more than 3 turns, they will lose -1 AP until they put it out. If they are on fire for more then 5 turns, they immediately KO and will not be able to take part until another player puts it out. The same applies to Acid. A player must state they are applying acid or igniting a fire with 1 ap. Status Effects , they are worth mentioning. these attacks can impact the game. When used in conjunction with an attack these effects will cause the following: If applied successfully the opponent suffers -1 AP on their next action. If it is their Main Phase they will lose 1 AP to any [cc] there for they must set 2 [cc] to gain 1. If the effects take place on a [cc] due to ignoring the intended result , then they will lose half their [cc] count. This could invalidate the [cc] all together.
To cause on of the above effects the player must state they have , triped , knocked-back and or stumbled their opponent. The opponent must clearly counter or deal with it in an action to come out of it. Alternatively the on their Main Phase they can dedicate 1 AP to cease the Affects.