Special Abilities/Weapons

This is another interesting part of the RPG! The Special Abilities/Weapons program is designed to aid a team or hurt it! With this program, a status change program has also been added.

The Special Abilities/Weapons and Status Change programs are explained below:

 Special Abilities: Special Abilities are techniques that are used only by characters that are worthy enough to use them. They are usually associated with magic and aided with status changes. Special Abilities are mainly Special Attacks that are of the Summon-type or Mind-type or are magic spells.

 Special Weapons: Special Weapons are weapons that can cause status changes and/or have Elementals attached to them.

 Elementals: Special "tags" that empower a Special Weapon or Attack with the power of that Elemental.

Elemental

Weakness

 

Elemental

Weakness

Ice

Fire

Acid

Earth

Fire

Water

Earth

Sonic Sound

Water

Lightning

Sonic Sound

Dark

Lightning

Wind

Dark

Holy

Wind

Gravity

Holy

Non-Elemental

Gravity

Time

Non-Elemental

Illusion

Time

Poison

Illusion

Ice

Poison

Acid

 

 

 Status Change: Status changes are when a person gets a "special tag" on them. There are 34 status changes in the RPG. The status changes that are currently in the RPG are below:

Name

Description

How to Remove

Poison

Drains away 2% of Max HP for 10 turns

Magic:

Anti-Toxin

Restore

Item(s):

Antidote

Full Status Cure

Duration:

10 turns

Electrocution

Paralyzes a character for 2 turns and drains 3% of Max HP for 5 turns

Magic:

Restore

Item(s):

Electro-Cure

Full Status Cure

Duration:

5 turns

Burnt

Damages a character for 4% of Max HP for 10 turns

Magic:

Restore

Item(s):

Ice-Pack

Full Status Cure

Duration:

10 turns

Sleep

Puts a character to sleep for 3 turns

Magic:

Restore

Item(s):

Awaken

Full Status Cure

Duration:

3 turns or until damaged

Stone

Stops a character from acting for the duration of the battle.  Similar to the effect of “Unconscious”.

Magic:

Restore

Item(s):

Soften

Full Status Cure

Duration:

N/A

G-Up

Increases the gravity under a character, causing Speed/Evade to drop to 75%.

Magic:

N/A

Item(s):

G-Down

Full Status Cure

Duration:

N/A

No Sight

Handicaps a player with bad eyesight for 5 turns, causing Accuracy/Block to drop to 75%.

Magic:

Restore

Item(s):

Eye Drops

Full Status Cure

Duration:

5 turns

Confusion

Makes a character confused for 7 turns, causing him/her to attack either himself/herself or allows them to attack on his/her own.

Magic:

Restore

Item(s):

Full Status Cure

Duration:

7 turns or until damaged

Rage

Makes a character attack anyone without thinking for 7 turns.

Magic:

Restore

Item(s):

Full Status Cure

Duration:

7 turns

Amnesia

Makes a character unable to use magic for 5 turns.

Magic:

Restore

Item(s):

Full Status Cure

Duration:

5 turns

Paralysis

Makes a character unable to use physical attacks & Spec. Attacks for 5 turns.

Magic:

Restore

Item(s):

Para-Heal

Full Status Cure

Duration:

5 turns

Small

Makes a character miniature-sized, causing all stats except HP, AP, and Agility to be halved.  HP and AP stay the same, while Agility doubles.

Magic:

Small

Item(s):

N/A

Duration:

N/A

Frog

Makes a character turn into a frog, causing all stats except HP, AP, and Special to be halved.  HP and AP stay the same, while Special doubles.

Magic:

Frog

Item(s):

N/A

Duration:

N/A

Def-Low

Character’s defenses (Physical & Magical) are quartered (1/4).

Magic:

N/A

Item(s):

N/A

Duration:

2 turns

Doomed

Sentences a character to death in 10 turns.

Magic:

N/A

Item(s):

Holy Cross

Duration:

Until character is dead

Critical

(Disembowelment)

Severe damage has been dealt to a character, causing HP to be at 10% or less of Max HP.

Magic:

HP restore

Item(s):

HP restore

Duration:

Until HP is restored or character dies

Regen

Slowly recovers HP for 10 turns by restoring 5% of Max HP per turn.

Magic:

Spell Break

Item(s):

N/A

Duration:

10 turns

AP Recover

Slowly recovers AP for 10 turns by restoring 5% of Max AP per turn.

Magic:

Spell Break

Item(s):

N/A

Duration:

10 turns

Barrier (v1)

Cuts physical (regular & weapon) damage in half for 5 turns.

Magic:

Barrier Break

Item(s):

N/A

Duration:

5 turns

Barrier (v2)

Cuts Special Attack damage in half for 5 turns.

Magic:

Barrier Break

Item(s):

N/A

Duration:

5 turns

Magic Barrier

Cuts all magical damage in half for 5 turns.

Magic:

Barrier Break

Item(s):

N/A

Duration:

5 turns

Mirror

Reflects magic attacks back at the spell caster for 4 turns.

Magic:

Barrier Break

Item(s):

N/A

Duration:

4 turns

Shield (v1)

Cuts all types of damage in half for 4 turns.

Magic:

Barrier Break

Item(s):

N/A

Duration:

4 turns

Shield (v2)

Nullifies all types of damage for 2 turns.

Magic:

Barrier Break

Item(s):

N/A

Duration:

2 turns

Magic Shield

When character takes damage, AP is reduced instead of HP for 10 turns.

Magic:

Barrier Break

Item(s):

N/A

Duration:

10 turns or when damage exceeds AP

Hologram

Turns a character into a hologram, nullifying all physical attacks and setting Special Defense to zero

Magic:

Spell Break

Item(s):

N/A

Duration:

5 turns

Vision

Max Accuracy/Block but halves all Power

Magic:

Spell Break

Item(s):

N/A

Duration:

5 turns

Boost

Max Speed/Evade but halves all Defense

Magic:

Spell Break

Item(s):

N/A

Duration:

5 turns

Slow

Makes a character’s turn come at a slower pace (half time).

Magic:

Speed

Item(s):

N/A

Duration:

N/A

Stop

Makes a character’s turn never come around (null time).

Magic:

Speed

Item(s):

N/A

Duration:

N/A

Speed

Allows a character two turns in a row (double time).

Magic:

Slow or Stop

Item(s):

N/A

Duration:

N/A

Immunity

Character is unaffected by all status effects for 10 turns.

Magic:

N/A

Item(s):

N/A

Duration:

10 turns

Berserk

Doubles all attack power (Power & Special) & maxes all HMS stats but affected character dies after 3 turns.

Magic:

N/A

Item(s):

N/A

Duration:

When user dies or when all enemies are dead

Unconscious

(Dead)

Constrains a character from doing anything until he/she is revived.

Magic:

Resurrection

Item(s):

Fading Life

Duration:

N/A

 There are a few Status Effects that are removed when a battle ends.  Those Status Effects are: Speed, Slow, Stop, Doomed, Berserk

 Status Effect Protection: There are two types of Status Effect protection:

 Resistance ("Resists…"): 50/50 chance of the Status Effect being nullified

 Full Protection ("Protects VS…"): 100% protection against the Status Effect

 Mech. Suits, Elementals, & Status Effects: Due to the nature of Mech. Suits, they have a different Elemental and Status Effect structure.

 Elemental Protection: Water

 Elemental Weakness: Lightning

 Status Effect Nullification: Poison, Sleep, Stone, Burnt, Small, Frog, Hologram, Regen, AP Recover, Magic Shield, Immunity, and Berserk

 Status Effect Super Effect: Electrocution (6% Max HP damage)

Below are links to the other parts of the RPG.

Home Page | How to join | Rules of the RPG | Members' Section | Level/Stats Program | The Fighting System | Bestiary / Enemy Guide | Prism's Infinity Shop | HD's Mech. Shop | Hologram Deluxe's Item Development Center | Registration Page | Death Claw's Music Area | Apprenticeships | Gravity Master's Session Log Book | Weekly & Session Schedules | The Book Series