Once per turn, user gains ×0.2 Level Armor when affected by a status condition (on application).
Shadow Tag
Once per enemy per turn, can spend 3 Tempo to apply Restrained [2] at Ranged distance.
Fluffy
Contact moves deal -50% to the user. Fire moves deal +100% to the user.
Perks
No
10
Once per battle, undo any single action applied to the user from the prior enemy phase. Related effects from other actions, such as extra damage from a defensive debuff, are not undone.
Hexer's Kit
8
User gains access to the moves Hypnosis, Leech Seed, Infestation, Secret Power, and Tri Attack and the abilities Effect Spore, Shadow Tag, and Prankster. The user can only hotkey one of these moves at a time.
Scathing Hex
15
The user's statuses can extend to [10] layers on a target, surpassing the usual [6]. These layers will be notated as up to an extra [4] next to the normal status numbers, and decay first, instead of and before corresponding normal layers.
Powerful Hex
8
Once per turn, the user may make an applied status effect or debuff effect 1 layer stronger.
Armored Start
1
For each FP invested in this Perk, the user starts battle with ×0.2 Level Armor (rounding up). This Armor is not bound by Armor cap and lingers until the first turn that the user is struck by an enemy.
Bulldoze
4
User's moves and status applications do not suffer penalties
from unfavorable Type Effectiveness.
Efficient Bracer
9
Bracing costs 1 action instead of 1.5 actions.
Moves
Basic Attack
1
1
0
Everyone has this move. Cannot benefit from STAB in any way due to being a Typeless attack. Occupies the same casting slot as Basic Blast.
Basic Blast
1
1
0
Everyone has this move. Cannot benefit from STAB in any way due to being a Typeless attack. Occupies the same casting slot as Basic Attack.
Wrap
3
2
3
Applies Trapped [2].
Thunder Wave
2
2
Applies Paralyzed [2].
Toxic
7
2
Applies Poisoned [4]. If the user is Poison type, this move does not suffer from Miss penalties and ignores positive Evasion stages.
Scald
8
35
0
7 Tempo: Burn [2].
Doom Desire
13
65
0
User can place a size 2 Aura down that is hidden from enemies. At the end of the enemies' next phase, this Aura will strike all enemies inside for the offense value and modifier value attached to the Aura upon casting. This Aura does not consume the user's Aura slot.
When casting, denote these values but do not factor any AoE reductions. The GM will need to do this calculation themselves due to the variability of enemies in range.
Substitute
4
0
Transfers 25% of the user's max HP into a Substitute clone placed adjacent to the user. The clone is a distinct unit on the field that has the user's unboosted defenses, 0 Stamina, 1 action, and cannot Brace, Surge, use Items, or use moves. Substitutes do not naturally inherit Abilities, Perks, Statuses, or other abstract shared resources of the user. Maximum 3 Substitutes on the field at a time per unit.
Hypnosis
1
8
Applies Sleepy [2].
Leech Seed
2
2
Applies Seeded [2].
Infestation
5
5
0
Applies Trapped [2].
Secret Power
10
35
0
8 Tempo: Burn [2], Paralyzed [2], or Chilly [2]. Can only apply one status per use.
Tri Attack
10
35
0
8 Tempo: Burn [2], Paralyzed [2], or Chilly [2]. Can only apply one status per use.
Attract
3
0
Applies Charmed [2].
Protect
11
0
Grants the user Armor equal to (20 + ×0.5 Level), rounding down.
Considered a "shield" move. Does not stack with Armor gained from using other shield moves this turn. If the user cast a shield move on the previous turn, the Armor gained is cut in half.
Twister
3
15
0
Deals +100% and ignores the defense modifier against targets using Fly, Sky Drop, or Bounce.
8 Tempo: Flinch [2].
Helping Hand
7
0
Grants an ally +100% to one of their strikes this turn, or half if an AoE. An attack cannot be boosted by multiple Helping Hand effects at the same time.
Doom Destiny
21
0
For every layer of Poison and Seeded on the target, deals ×0.5 Level Direct Damage, up to ×10 Level total. Mirith heals half of the damage dealt. The Poison and Seeded layers on the target decay by 1 layer less on their following turn.
Dragon Cheer
5
0
Target's next Critical Hit costs 25% less Tempo, rounding up. Cannot stack with other %-reductions for Critical costs and cannot bring Critical costs below 5 Tempo.