Status Tokens
Tokens represent buffs and ailments applied to a character.
Tokens are shown as (Count)(Name)(Level). E.g. 1 Prowess 2.
Tokens will stack upon each other, if you gain multiple of the same type.
- Some tokens will lack either Token Level or Count. These are called Token Modifiers. ^04d8a1
- Token Modifiers require an existing base Token be stacked onto.
Tokens cannot lose Token Count through the passage of time, if they were gained or modified that turn. ^cac3e7
Token Values encased in {} refer to the logic of its associated token rather than the Token it is nested within. e.g. If a #Channel {Y} was nested in another Token, Y would still be defined by the logic of #Channel tokens.
Nested Tokens (Tokens within another Token) cannot be affected by external Token Modifiers.
Core Tokens
Tokens which influence the core aspects of a character.
Fading
- This Starlite is on the verge of death.
- Disables all actions, gain Fading +1 per turn unless actively being helped by an ally.
- Must be healed to 50% Max HP to lose all Fading tokens.
- Upon being revived, gain a random [Injury].
- When an entity is downed, any overkill damage is still subtracted and must also be removed by Healing.
- Allies can use 2 AP to help an ally, healing them by 20% per turn cycle, once per turn.
- Being hit while helping an ally, stops the heal.
- On Fading 4, this Starlite dies.
- Token removal must be explicit.
Dim
- Dim Y
- This Starlite has escaped the edge of death but hasn’t recovered from its effects.
- -2 * Y to all stats.
- If a Starlite gains Fading while having Dim 3, they die instantly.
- This Starlite has escaped the edge of death but hasn’t recovered from its effects.
- Removed by Resting.
- Token removal must be explicit.
Exhaustion
- X Exhaustion
- Lowers all Attributes by 1 * X
- Removed by Resting.
- Token removal must be explicit.
Stun
- X Stun
- Disables all actions
- -1 X per turn
Invigorate
- X Invigorate Y
- Increase Attributes#Grit by Y
- -1 X per turn cycle
Energize
- X Energize Y
- Increase Attributes#Motorics by Y
- -1 X per turn cycle
Harmony
- X Harmony Y
- Increase Attributes#Spirituality by Y
- -1 X per turn cycle
Focus
- X Focus Y
- Increase Attributes#Ingenuity by Y
- -1 X per turn cycle
Flair
- X Flair Y
- Increase Attributes#Charm by Y
- -1 X per turn cycle
Empower
- X Empower Y
- Increases Clash Power by Y
- -1 X after a Duel
Down
- This Starlite has been knocked down.
- -40 Crit DS for incoming attacks.
- Forces a Resist AC at the start of your turn.
- [AC] 80 DS vs Skills#Fortitude
- S: Remove Down
- F: Remove Down, -1 AP
- [AC] 80 DS vs Skills#Fortitude
Zone of Control
- A space that radiates effects onto surrounding tiles.
- Y states which ZOC it is.
- X determines the type.
- P: Personal, the ZOC radiates from an entity.
- S: Static, the ZOC radiates from a stationary tile.
Protection
- X Protection Y
- Increase Armor by Y
- -1 X on receiving damage or after 3 turns
Resistance
- X Z Resistance Y
- Z represents Damage Type.
- Increase Z Armor Resistance by Y
- Z represents Damage Type.
- -1 X on receiving Z damage or after 3 turns
Channel
- X Z Y
- Skill countdown, you can cast the associated ability Z upon hitting 0 Channel.
- A skill that grants a 0 Channel will activate at the start of next turn due to Token Decay rules.
- When Z hits 0 Channel, it can be held until the end of next turn.
- Skill countdown, you can cast the associated ability Z upon hitting 0 Channel.
- Y determines Channel Type,
- Passive is P
- Mobile is M
- Channel M and S will break on taking attack damage if the following AC is failed
- [AC] (80 + % of Max Core Aspects#HP lost, doubled if Crit) DS vs Skills#Fortitude.
- If you have multiple Channels, one is randomly chosen to break.
- Static is S
- Channel S will break if displaced forcibly.
- Channel M and S will break on taking attack damage if the following AC is failed
- [AC] (50 + % of Max Core Aspects#HP lost, doubled if Crit) DS vs Skills#Fortitude.
- If you have multiple Channels, one is randomly chosen to break.
- -1 X at the end of your turn.
Skill Change
- X Z Y
- Adds Y to the specified skill Z.
- -1X per turn
Darkness
- Darkness Y
- This Starlite is under dark conditions.
- -12.5% to Detection ACs per Y.
- (10 - 2 * Y) max vision range.
- -15% to Ranged Hit per Y.
- -10% to Melee Hit per Y.
- This Starlite is under dark conditions.
Internal Tokens
^4a419e
Tokens which represent bodily injuries and buffs. [Injuries] have to be removed by an ability or item. [Injury] removal must be explictly specified, to work.
Poison
- X Poison Y
- When you face a Physical AC, take Y damage and reduce X by 1.
- Recovery DS for 1 X = 80 vs Fortitude
Bleed
- X Bleed Y
- Owner takes (Y * 2.5)% of Max Core Aspects#HP damage per turn cycle
- Recovery DS for 1 X = 55 vs Fortitude
Concuss
- X Concuss Y
- Y acts like Status Tokens#Accuracy -Y while active
- Recovery DS of 1 X = 75 vs Fortitude
Blind
- Blind Y
- Owner gains -30 to Hit Modifier
- Recovery DS = 50 + 10 * Y vs Fortitude
Stagger
- Stagger Y
- Owner gains -1 Move
- -1 Y every turn cycle
- Recovery DS = 60 vs Fortitude
Broken Rib
- Broken Rib Y
- Owner gains -5 * Y Fortitude
- [Injury]
Cracked Skull
- Owner gains -20 to Hit Modifier
- [Injury]
Hemorrhage
Charred
- Owner takes 50% extra dmg from #Burn.
- [Injury]
Mangled Leg
- Mangled Leg Y
- -(40 / Total Leg Amount) * Y Dodge
- Y is capped by Total Leg Amount.
- -(40 / Total Leg Amount) * Y Dodge
- [Injury]
Mangled Arm
- Mangled Leg Y
- -(30 / Total Arm Amount) * Y Skills#Dexterity
- Y is capped by Total Arm Amount.
- -(30 / Total Arm Amount) * Y Skills#Dexterity
- [Injury]
Elusive
- X Elusive Y
- +5 * Y Dodge Chance
- Affects Evasion ACs
- +5 * Y Dodge Chance
- -1 X on Dodge or after 3 turns
Speed
- X Speed Y
- Increase Move by Y
- -1 X after 3 Turns
Regen
- X Regen Y
- Heal Y HP every turn
- -1 X per turn
Bound
- X Bound Y
- Disables Movement while active. At the start of every turn, run a Resist AC
- [AC] (50 + 10 * Y) DS vs Skills#Fortitude
- S: 0 Bound
- [AC] (50 + 10 * Y) DS vs Skills#Fortitude
- Disables Movement while active. At the start of every turn, run a Resist AC
- -1 X per turn
Disarm
- X Disarm Y
- -(40 / Total Arm Amount) * Y Skills#Dexterity
- Y is capped by Total Arm Amount.
- If a limb is disarmed associated actions are locked.
- -(40 / Total Arm Amount) * Y Skills#Dexterity
- -1X per turn
Sturdy
- X Sturdy Y
- Owner receives (10 * Y)% Damage Reduction
- Sturdy DR is combined with Armor DR when possible.
- Owner receives (10 * Y)% Damage Reduction
- -1 X on receiving damage or after 3 turns
Brawn
- X Brawn Y
- Owner's next Melee Hit gains +10% * Y dmg.
- -1X on hit or after 3 turns
External Tokens
Tokens which represent debuffs outside the body
Burn
- X Burn Y
- Owner takes Y damage per turn
- -1X per turn.
- Extra -1X if pass, Recovery DS for 1 X = 125 vs Fortitude
Frostbite
- X Frostbite Y
- Y determines Shatter threshold.
- If X >= Y, trigger Shatter dealing Y dmg to Owner.
- Melee Crits trigger Shatter early, instead dealing X/3 dmg.
- If X >= Y, trigger Shatter dealing Y dmg to Owner.
- -1X per turn.
- Extra -1X if pass, Recovery DS for 1 X = 110 vs Fortitude
Shock
- X Shock Y
- Owner Skills#Dexterity reduced by (5 * Y)
- -1X per turn.
- Extra -1X if pass, Recovery DS for 1 X = 120 vs Fortitude
Cloak
- X Cloak Y
- +5 * Y DS to Detection TCs
- -1X per turn.
Enchant
- X Enchant Y
- Y determines the new damage type of owner's attack.
- Physical Weapons (Firearms and Melees) instead, convert 50% of final Weapon dmg into Y dmg
- -1X per turn.
Potent
- X Potent Y
- Add an Inflict AC of (10 * Y) DS to your weapon.
- Debuff is determine by weapon type.
- Slash, Pierce: 3 #Bleed 1
- Blunt: 1 #Concuss 3
- Fire: 2 #Burn 3
- Ice: +2 #Frostbite 6
- Lightning: 2 #Shock 2
- Debuff is determine by weapon type.
- -1X per turn
Flight
- X Flight
- This unit is flying.
- Climbing ACs are guaranteed.
- Jumping now has no height limit.
- They can now use Combat Basics#Movement across gaps.
- Landing has no fall dmg.
- When hit, face a Resist AC.
- [AC] (30 + % of Max Health lost, doubled if Crit) DS vs Skills#Fortitude
- -1X per turn
Immuno
- X Immuno
- Immuno absorbs the Count from Generic Negative Tokens.
- This does not cleanse pre-existing Tokens.
- Immuno absorbs the Count from Generic Negative Tokens.
- -1X per Count absorbed.
Mental Tokens
^781999
Lunacy
- X Lunacy Y
- Y stores accumulated mental damage.
- Abilities have effects based of Y.
- Y stores accumulated mental damage.
- Every turn, face a Mental AC.
- [AC] 125 DS vs Skills#Dominance
- -1 Lunacy
- [AC] 125 DS vs Skills#Dominance
Marked
- X Marked Y
- +5 * Y Crit Modifier against owner.
- -1 X every turn
Taunted
- X Taunted Y
- -5 * Y Hit Modifier against enemies that did not the inflict the Status.
- -1 X on attacking the Taunter or after 3 turns
Ego
- X Ego
- Martial Resource
- Gathered differently by each Martial Class
- 1 X can be converted to reduce the turn cooldown of a Martial Art by 2 Turns.
- 2 X can be converted into 1 Break
Instinct
- X Instinct
- Ranger Resource
- Gathered differently by each Ranger Class
- Used for specific class actions.
- 1 X can be converted into 1 Break
Prowess
^040a43
- X Prowess Y
- +5 * Y Crit Mod
- -1X on Critical or after 3 turns
Guile
- X Guile Y
- +0.1 * Y Critical Damage Modifier and +1 * Y Penetration
- -1X on Critical or after 3 turns
Resonance
- X Resonance Y
- Increase Bolt based damage by 20% * Y
- Increase Spell [TC] DS' by 7.5 * Y
- -1 X on using a spell which benefits or after 3 turns
Pneuma
- X Pneuma Y
- -1 X on using a spell which benefits or after 3 turns
Resilience
- X Resilience Y
- +5 * Y to Mental ACs
- -1 X on facing a Mental AC
Accuracy
- X Accuracy Y
- +5 * Y Hit Modifier
- -1 X on attack or after 3 turns
Suppression
- X Suppression Y
- Suppression disables Overwatch.
- Y acts like Status Tokens#Accuracy -Y while active.
- -1 X per turn cycle