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.
  • 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

Energize

Harmony

Focus

Flair

Empower

  • X Empower 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.

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
  • -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.
  • 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
  • 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.

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

Concuss

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

Broken Rib

  • Broken Rib Y
  • [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.
  • [Injury]

Mangled Arm

  • Mangled Leg Y
    • -(30 / Total Arm Amount) * Y Skills#Dexterity
      • Y is capped by Total Arm Amount.
  • [Injury]

Elusive 

  • X Elusive Y
    • +5 * Y Dodge Chance
      • Affects Evasion ACs
  • -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
  • -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.
  • -1X per turn

Sturdy

  • X Sturdy Y
    • Owner receives (10 * Y)% Damage Reduction
      • Sturdy DR is combined with Armor DR when possible.
  • -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.
  • -1X per turn.
    • Extra -1X if pass, Recovery DS for 1 X = 110 vs Fortitude

Shock

  • X Shock Y
  • -1X per turn.
    • Extra -1X if pass, Recovery DS for 1 X = 120 vs Fortitude

Cloak

  • X Cloak Y
  • -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.
  • -1X per turn

Flight

  • X Flight
  • This unit is flying.
    • Climbing ACs are guaranteed.
    • Jumping now has no height limit.
    • Landing has no fall dmg.
    • When hit, face a Resist AC.
  • -1X per turn

Immuno

  • X Immuno
    • Immuno absorbs the Count from Generic Negative Tokens.
      • This does not cleanse pre-existing Tokens.
  • -1X per Count absorbed.

Mental Tokens

^781999

Lunacy

  • X Lunacy Y
    • Y stores accumulated mental damage.
      • Abilities have effects based of Y.
  • Every turn, face a Mental AC.

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
    • Increase Spell Assist by 20% * Y.
    • Increase Spell Repress by 20% * 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
  • -1 X per turn cycle
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