Signature Attack System 3.5

Defense Piercing and Nullification

Slashing: Free [Bypasses and nullifies Shadow, but reduces your accuracy by 1 rank. Costs nothing.]

Break: 20 [Deals double damage to HardBody, StoneBody, and IronBody. Deals double damage to Guards, Shields, Armors, and can bypass them if excess damage is dealt. In the case of X-Hit Shields, Guards, and Armors, a Break attack counts as 2 hits. Deals double damage to objects.]

Impact: 20 [Bypasses Counters. Bypasses and deals double damage to Damage Reduction. Deals double damage to Barriers and Auras, and can bypass them if enough damage is dealt.]

Phasing: 20 [Allows the attack to pass through objects, viruses, and Navis to hit a target beyond without dealing damage to whatever it passes through. Shields, Guards, Barriers, Armor, and other Non-Object defenses still stop Phasing attacks. Deals additional damage to Objects and Casings if specifically targeted.]

Seeking: 20 [Bypasses and nullifies Invis, High Altitude, Decoy, and all forms of Illusion. A character in High Altitude that is hit by a Seeking attack is not forced to ground-level, but the Seeking attack ignores the benefits the Target's High-Altitude status provides.]

Nullify: 20 [Removes Traps.]

Homing: 40 [If dodged, can return next turn to attack target a second time.. Limit one per sig.]
General Defenses

X-hit Shield: 20 (per hit nullified) [Generates a solid-armor Shield that blocks one hit regardless of power. Break attacks count as two hits against X-Hit Shields, and may break through to deal full damage if it reduces the Shield's X-Hit value past zero. Other forms of defense nullification do not work on Shields.]

HP Barrier: 1:1 ratio; 20 HP Minimum [Generates an energy-based Barrier defense that absorbs a certain amount of damage before dissipating. Northwind instantly destroys HP Barriers, but does not break through to deal damage. Impact deals double damage to HP Barriers, and may break through to deal damage if it reduces the Barrier's HP value to Zero. If more Impact damage is dealt than the health of the barrier, the overspill is NOT blocked, and the leftover hits the navi.]

HP Casing: 1:1 ratio; 20 HP Minimum [Generates a physical casing that absorbs its' HP value in damage before breaking. Casings are weak against Break attacks, which deal double damage to the casing. If more Break damage is dealt than the health of the casing, the overspill is NOT blocked, and the leftover hits the navi. Casings cannot stop Piercing or Phasing attacks. Objects may be fused with an HP Casing. Telekinesis does not work on Casings.]

Decoy: 20 (Per Decoy, Per turn) [Creates a tangible body clone to confuse opponents. The Decoy can move and speak freely in its attempt to deceive enemies, and the effectiveness of this is based on RP quality. While tangible, if the Decoy is hit by an attack it will vanish unless RP is extremely good. In either case the attack will still pass through the Decoy and hit anything behind it, and the Decoy itself has no actions with which to attack, defend, or evade. Some enemies can see through the Decoy. The created Decoy can't be any bigger or smaller than a Navi could. The Decoy's appearance is set upon registration, and can only be changed when editing the signature itself. Seeking damage nullifies the Decoy and auto-targets the user.]

Shadow: 80 (per round) [Generates an intangibility effect on the user, causing all attacks against the user to pass through and deal 0 damage. The intangibility makes it more difficult to attack at a distance, adding a 20% accuracy penalty to all ranged attacks. Slashing attacks against the user rend through this intangibility, bypassing the effect and immediately negating it.]

Invisibility: 80 (per round) [Generates an invisibility effect around the user, causing the accuracy of all attacks that would target you to be reduced by 50%. Seeking attacks ignore this effect, and negate it if they connect. Position-based AoE effects can also ignore this effect, provided the Invis user is in range of the AoE.]
Pro-Tip: A position-based AoE attack is any AoE attack that can hit additional targets that are not included in the original targeting, due to their position. This includes, but is not limited to: Cone Attack, Wide Attack, Long Attack, Group Attack, Fighter Range, LifeSword Range, Line Attack, Beam Attack, Piercing, Spin Attack, X-Range Attack, To-All (Indiscriminate), Blast, Nova, and any forms of Spread and Splash that denote a direction, instead of a nearby target. This means that it does not include Trick-Shot Spread, Chain, or Line-Chain.

HardBody: 40 (Per Round) [Reduces all Non-Break damage by Half. Break damage bypasses and deals double damage.]

SteelBody: 80 (Per Round) [Reduces all Non-Break damage to zero. In exchange, your actions become sluggish, reducing all attack accuracy by 10% and base evasion rate by 20%, to a minimum of 5%. You also become grounded for the duration. Break damage bypasses this effect and adds 100% to Source damage.]

Damage Reduction: 5 (Per instance, per turn) [Reduces damage taken from attacks by 1 per instance of this effect (Ex. DR 3 subtracts 3 from all damage). Impact damage bypasses and deals double damage.]


Note: There are more defenses listed in later sections.
General Buffs

Sig Chill: 40 [Lower CD on a target's sig currently on CD by 1 per instance of this effect.]

Haste: 40 (Per round, per target) [Increases the effectiveness of ALL dodges for one character by 1 Rank. Cannot exceed Rank A.]

Imbue Element: 20 (40 if off-elemental) [Allows you to add an element to a Null Element attack. The element must be declared when you register this ability, and can only target a Null Element attack. You cannot use this ability on a Rapid Buster Attack (known as a Buster Shot), but it may be used on any Null-Element offensive or defensive ability. You cannot imbue multiple elements on a single attack. It costs 20 if you are imbuing your element, and costs 40 if it is any other element. You cannot select Null as a choice. Elemental Bonuses do not apply to attacks affected by this effect]

Strengthen: Add 1:1 Damage [This ability allows you to add damage to a single Chip or Charged Buster attack. The damage does not stack over multiple hits or multiple targets and does not duplicate itself for multiple targets, or multiple hits, but the damage is split-able. This ability cannot be used to imbue Effects, only damage.]
Protip: Strengthen does assume the elemental and defense breaking properties of the attack it is used on, but it does not work with AoE. If you try to make it work with AoE, you have to pay into it for each target you plan to hit as it will be divided among all targets.

NC Resistance: 20 (Per target, per use) [Guards against NC disruptions once. Works the same as an X-Hit defense.]

NC Immunity: 60 (Per target, per turn) [Guards against NC disruptions for one turn.]

NC Guard: 250 (Per target, per battle [Guards against NC disruptions for the rest of the battle.]

Folder Resistance: 20 (Per target, per use) [Guards against Folder disruptions once. Works the same as an X-Hit defense.]

Folder Immunity: 60 (Per target, per turn) [Guards against Folder disruptions for one turn.]

Folder Guard: 250 (Per target, per battle [Guards against Folder disruptions for the rest of the battle.]

Sig Resistance: 20 (Per target, per use) [Guards against Sig disruptions once. Works the same as an X-Hit defense.]

Sig Immunity: 60 (Per target, per turn) [Guards against Sig disruptions for one turn.]

Sig Guard: 250 (Per target, per battle [Guards against Sig disruptions for the rest of the battle.]

Buster Resistance: 20 (Per target, per use) [Guards against Buster disruptions once. Works the same as an X-Hit defense.]

Buster Immunity: 60 (Per target, per turn) [Guards against Buster disruptions for one turn.]

Buster Guard: 250 (Per target, per battle [Guards against Buster disruptions for the rest of the battle.]

SP Resistance: 20 (Per target, per use) [Guards against SP disruptions once. Works the same as an X-Hit defense.]

SP Immunity: 60 (Per target, per turn) [Guards against SP disruptions for one turn.]

SP Guard: 250 (Per target, per battle) [Guards against SP disruptions for the rest of the battle.]

Accuracy Enhancement: 40 (per instance, per target, per turn) [Increases chance to hit for all attacks for one turn by 1 rank. Accuracy cannot be increased above A Rank in this way.]
General Debuffs
Status Effects and other Non-Damaging Debuffs are delivered in the same manner as other attacks, and often along with them, however they will ignore all conventional defences and continue through to apply to the target without negating or damaging any defence layers they pass through. The exception to this is any defence that bears the Status Guard effect. Defences with Status Guard block debuffs and prevent them from applying to the target, provided that the status attack actually would connect with it first. In the case of a Status attack breaking a defence with Status Guard, regardless of whether the attack continues through or not, the Status Effect is still blocked before the defence expires.

Example: A navi has a Shield with Status Guard and a Barrier without it. They are struck with a Shot-Type attack that deals damage, as well as Blind. The damage of the attack is stopped by the Barrier, which survives, however, the Blind effect continues through the defence layers until it strikes the Shield, which blocks it. In a second case, the attack is actually a Drop Attack: the damage is again stopped by the Barrier, but in continuing through, the Blind effect does not come into contact with the Shield before reaching the navi, and thus the navi is afflicted with Blind.

All Debuffs take effect at the beginning of the next turn after they are used, or immediately if the victim splices their turn.

Sig Burn: 40 [Increase CD on a Sig currently on CD by 1 per burn, or force a passive signature into cooldown.]

NC Uninstall: 60 (Per program) [removes one program from the NC, at random. The program cannot be re-installed until the end of battle. No exceptions.]

Full NC Uninstall: 400 (Per target) [removes ALL programs from the NC. The programs cannot be re-installed until the end of battle.]

NC Crash: 120 (Per Round, Per Target) [Disables an enemy's NC for X turns. Does not uninstall, however. Cannot be cured, and is only blocked by NC Guard/Resistance/Immunity.]

Folder Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use New battlechips for X turns. Cannot be cured, and is only blocked by Folder Guard/Resistance/Immunity.]

Sig Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use Sig Attacks for X+1 turns. Forces all sigs into a mandatory cooldown period, even passives. Cannot be cured, and is only blocked by Sig Guard/Resistance/Immunity.]

Buster Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use the Buster for X turns. Cannot be cured, and is only blocked by Buster Guard/Resistance/Immunity.]

SP Crash: 120 (Per Round, Per Target) [Disables an enemy's SPs for X turns. Does not uninstall, however. Cannot be cured, and is only blocked by SP Guard/Resistance/Immunity.]

Slow: 40 (Per round, per target) [Reduces the effectiveness of ALL dodges for one character by 1 Rank. Evasion capability cannot drop below Rank E.]

Stun: 30 (Per action, per target) [Cancels one action. Stuns of longer duration than 1 can be broken. Ease of breaking stun-lock increases as duration increases.]

Blind: 60 (Per round, per target) [Hinders the target's senses, reducing accuracy by 50%]

Confusion: 80 (Per round, per target) [All actions taken have a large chance of failure, or hitting the wrong target, be it an attack or healing]

Silence: 80 (Per round, per target) [Prevents Chip use.]

Sleep: 50 (Per round, per target) [Immobilized until effect ends. Effect expires early if hit by anything. Events transpiring around the sleeping target may awaken it.]

Freeze: 50 (Per round, per target) [Freezes a portion of the target, locking up part of their coding and leaving them unable to attack, meaning unable to use Battlechips, Sigs, and the Buster. The method of "Freezing" can vary, and possibly not even involve ice, but it will always have a way of being broken by the target. Target may still move.]

Hold: 50 (Per round, per target) [Holds target in place, locking up part of their coding and making dodges and Movement actions completely ineffective. The method of "Holding" can vary and can use differerent materials to bind the target, but it will always have a way of being broken. Target may still attack.]

Zombie: 120 (Per turn) [Reverses a Navi's data encoding type in such a way that Healing effects deal damage and Poison effects recover HP. Hitting a target that has been Zombified with this effect will return them to normal.]
Buster Based Damage

--- Buster Based Effects allow players to customize their damage and effect values based on the current power ratings of the buster. If the buster gains power, the effects increase with it. The reverse is also true: if the buster loses power, so do these effects. Also be warned that these effects, and the entire signature that they are a part of, will not function at all if the buster is burned out, crashed, or locked down in any way. Think carefully before investing.
-- PaladinGC


Shot Base: 40 points for every ((Attack + Rapid) * 5) [Unlike Buster Shots and Charged Shots, Shot Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]

Charge Base: 160 points for every ((Attack + Charge) * 20) [Unlike Buster Shots and Charged Shots, Charge Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]

Spectral Base: 60 points for every ((Attack + Rapid + Charge) * 5) [Unlike Buster Shots and Charged Shots, Spectral Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]

Support Base: 20 points for every ((Rapid + Charge) * 2) [This effect only produces Healing based upon the buster's stats, and should also not be confused with a normal buster attack of any kind. It can be modified with signature effects just like the other Buster Base abilities.]
Standard Action

--- Standard Action Effects allow players to construct sigs out of actions they would normally take during a turn. This does not in any way mean that they are given more actions a turn. It also does not imply that a signature can be used without using an action. Only Passives take no actions to use. These effects can be used both on Active and Passive signatures, but can be denied during or after registration if mis-used.
-- PaladinGC


Dodge: 40 [A free dodge with a max movement range equivalent to a 5 foot step. The base evasion value of a Dodge is 50%, and roleplay can increase or decrease this value by up to 25%.]
Pro-Tip: Dodges are the go-to for avoiding damage, not for covering distance. The best you will get out of a Dodge is a panel or two, which is peanuts here at RE:RN.

Feint: 30 [This is for those times when you need to move a little and you need to be harder to hit while doing so. The amount of distance you can cover with this is double what a Dodge provides, and half of what a full Movement will get you. The base evasion rate of this action is 25%, and roleplay can increase or decrease this value by up to 25%.]
Pro-Tip: This action is usually good for positioning yourself for an attack on a nearby opponent (one who is just outside melee range, or one who is in melee range that you would like to hit from a different direction) while trying not to get hit. Anything more would need a full Movement. Anything less would be better served with a Dodge.

Movement: 20 [Any movement that is complicated or protracted enough to require an action to accomplish. Movement can be used to get into trouble (move in close) or get out of it (retreat!), or do other cool stuff (run up walls if you feel like it). Moving decreases the chance of attacks hitting you by a base value of 5%, which will increase or decrease by up to 25% based on the quality of your role play and the way you moved.]
Pro-Tip: Movements are best used for crossing a large distance, flanking an opponent, circling completely around an opponent in melee range, or landing a fall that may have otherwise damaged you. There are many other uses, but this should give you an idea.

Buster Shot: 30 [A simple Null Element buster shot. It cannot be imbued with elements or effects, and counts as one hit of ((Attack + Rapid) * 5). It has a base accuracy of A.]

Buster Charge: 40 [One buster charge. Can be used to fuel more powerful shots from the buster, or consumed in other ways using the Charge Burner nerf effect.]

Charged Attack: 40 [Consumes 1 to 2 Buster Charges to fire a Charged Shot from your Buster. It takes on the elemental properties of your Navi, and, like all normal Buster attacks, cannot be tampered with. It has a base accuracy of A.]

Take Aim: 10 [This is the physical act of taking aim at a target. It adds 1 or more Ranks to your accuracy for one attack, depending on how well it is role-played out. Cannot exceed rank A. You obviously cannot stack this free action with itself for a single attack/shot. Extras are wasted.]

Burrow: 30 (Per round) [Allows you to hide underground. Panel Breaking, Terrain Change, Bombs, and Ground attacks can still hit you. Attacking causes you to exit this state.]

Disarm: 40 [Attack has a high chance of breaking a target's weapon or knocking it from their grasp. Excellent RP may well land the weapon in your own hands, but the RP sample in question would have to be extremely good. Critical failures are possible...]
Object Summoning

-- By default, Objects deal their max HP in damage [("Object Damage") when thrown (EX: with RageClaw), moved with Telekinesis, or shot at something with Microburst/Gravity. Object Damage takes on the Object's Element as well, if applicable. If they hit a target when utilized in this way, they break. If they miss, the object survives.
-- Objects launched with Knockback or Pull will deal only the damage of the attack that launches them, and will also take that same damage. If you launch a 100-max-HP object with a 70 + Knockback attack, it will deal 70 damage and take 70 damage.
-- These two behaviors listed above can be overridden with Object Properties or Battlechip-specific Damage Methods.
-- Signature-summoned Objects do not have a turn limit of existence, unless the player chooses so.
-- Objects are not allowed to entrap other targets upon summon. For an example, you cannot summon a cage onto or around another navi, or encase them in an object, or create a box around them. If you wish to stop the movement of another navi, choose either the Hold or Freeze effects (Or a combination of the two). If you wish to encase yourself in an object, use the Equipable property.
-- Objects, regardless of where they came from, are considered neutral combatants and are not affected by triggers that target Allies or Enemies.

===Basic Object Signature Effects===

Health/HP: 1 per HP [The health of the object. Objects [u]must have at least 1 HP[/u], and are destroyed when their HP is reduced to 0.]

Active Sig Ability: Normal Active Cost [Something the object does once, either when it is created, or under other specified circumstances (See 'Trigger' under Core Signature Attributes for details.) EX: Makes a one-hit barrier when summoned, or deals 40 Elec damage to its' attacker when first attacked.]

Passive Sig Ability: 3x Active Cost [Something the object does automatically each turn. As long as the object lives, the passive is active. When the object is destroyed, the passive also deactivates.
EX: A passive that deals 10 damage every turn (Passive damage 10) would cost 30 points.]

===Object Properties===
Object properties help define the behavior of a summoned object. They are always active, and their prices do not need to be tripled like passive sig abilities. Object properties affect 1 object per payment of their cost, and must be attached to the creation of an object in your signature. They cannot be used to 'imbue' their properties onto other objects.

Null Element Attribute: Free (Not stackable) [Object has no elemental attribute. If no element is listed, this is the default.]

Same Element Attribute: Free (Not stackable) [Object may be of your Navi's own element, rather than null, for free. This must be stated when registered.]

Off Element Attribute: 20 (Not stackable) [Object may be of an element other than your Navi's own element or null, at cost.]

Flying: 100 [The object is not bound to the ground. It may fly or float above the ground.]

Equipable: 20 [The object is able to be attached to a navi with their consent. Equipping and unequipping the object each require an action. When summoned, the object may come automatically equipped or unequipped to the user of the signature attack. The object is unequipped if targetted with Telekinesis.]

Anchored: 40 [Binds the object to the ground. It is immobile: unable to move through the use of outside forces, such as Microburst effects or Gravity. Telekinesis still moves anchored objects.]

Light: Free [Causes the object to be more lightweight than usual. This makes it easier to handle, easier to move, and more susceptible to attempts to move it, including by effects such as Knockback, Microburst, or Telekinesis.]

Heavy: 20 [Causes the object to be heavier than usual. This makes the object deal Impact as Object Damage when thrown. The object may be thrown, but becomes unable to be moved by effects such as Knockback and Pull. Telekinesis still moves heavy objects, as does Microburst/Gravity.]

Example: Summon 50HP 'Breach Holder', Anchored, On Summon(Knockback + Nova3), Trap(When Destroyed): (30 Healing, Summoner), Passive: (2-Hit Shield, Self)
Explanation: Summons a 50Hp, anchored object which attacks once with a broad knockback when summoned. It passively generates a 2-hit shield in front of itself each turn, and when it gets destroyed, sends a small amount of healing to the navi that summoned it. This example object summon would cost: (50) for Hp, (40) for Anchored property, (30) for the one time nova knockback attack, (40) for the one time trigger heal, and (40x3) for the passive 2-hit shield, giving a total signature cost of 280 Sig Points for the summon, and thus a 7 turn cooldown.
Terrain Changes

--- Terrain Changes do exactly what they say they do: they change the terrain. Merely select a terrain type, and the size of the area you want to change to that type. You can even dictate how, and possibly where, the terrain change takes place. It's all in how you describe it. Just know that Terrain is public domain, and anyone can take advantage of it.
-- PaladinGC


RESTRICTION:
-- Holy, Poison, Missing, Cursed, Quicksand, and Trap terrain types are off-limits.
-- Cracked and Broken terrain changes are limited to Large Area and below.
-- Cannot be used as a passive effect.

Small-area Terrain Effect: 10 [A panel or two. About 1/8 of the field, tops.]

Medium-area Terrain Effect: 20 [Seeds. Usually about 1/6 to 1/4 of the field.]

Large-area Terrain Effect: 40 [Zones and lines. Usually 1/3 to 2/3 the field.]

Stage Change: 100 [The entire battlefield.]

Spliced Terrain Change: 2x Chosen Area Cost [This is an add-on effect to Terrain Change that allows you to mix and match terrain types within a clearly defined area. The trade-off is that these specialized settings are harder to generate, and tax the signature system a bit more heavily than normal.]
Nerfing Sig Effects

Nerfs are advanced, optional effects. They are negative effects that will hamper your navi, in exchange for other benefits. As such, they can be hazardous if used improperly: It is entirely possible to cause lasting and costly-to-repair damage to your navi by the over-use of some of these effects, while others can negate or prevent the use of other actions, or even the signature they are attached to, if used without care. You have been warned: exercise caution with these effects.

Nerfs are a form of extra points for your signatures, which do not deplete your available sig pool and which allow you to push a signature ability past the limits normally determined by its level. The amount of nerf points used cannot ever exceed 50% of the actual sig pool points you put towards the signature, but they can be used in multiple ways:

1. Nerfs can be used to reduce the cooldown of your signature. Used this way, they can reduce the value of your signature for calculating its cooldown, resulting in a lower cooldown overall. This can let you use a powerful signature more frequently.

2. Nerfs can be used to empower your signature, acting as 'bonus' points for you to spend which don't deplete your remaining signature pool. This can let you exceed your normal power limits for a single signature.

You may use both types of nerfing in a single signature, but the total of nerf points used may still not exceed 50% of the points used from your sig pool for that signature.


Quote (For example:)

If your normal signature cap is 180, you could make a signature that deals 180 direct damage. It would have a cooldown of 5 turns. If you took 60 points of nerf, you could reduce the cooldown to 3 turns, as its effective value would now be 120. You could then also take another 30 points of nerf and spend them to increase the damage of the signature to 210. This would raise the cooldown again, up to 4 turns, as the effective value becomes 150. We cannot spend any more nerfing of either type at this point, since we have used 90 points of nerfs, which is 50% of the 180 sig pool points we are investing.

It should be noted that if the nerfs used in a signature do not work out evenly, causing overflow, this is fine. The excess nerf value cannot be used if it would exceed the 50% limit, but that does not prevent it from being present in the signature, if that is the specific nerf you wish to use.

Quote (For example:)

A player has an 80 point signature which they wish to apply nerfs to, in order to empower it to a 120 point signature. The nerfs they wish to use, however, are Charge Time (30 Points), and Recovery Time (30 Points), for thematic reasons. This is perfectly acceptable. They will have the value of 60 points of nerf, but they will only spend 40 of it, in keeping with the 50% limit. They will still suffer the full effects of both nerfs when using the signature.

Warning: Nerf effects cannot be removed with Status Cure, and are not prevented by Status Guard. They cannot be used with passive signatures at all, nor can they be used to lower a signature's cooldown to zero.

Charge Time: Add 30 to cap per action. [A nerf. Requires extra actions to prepare attack or boost the attack's effect. Cannot be placed in a signature with free dodges in it. Cannot be used on the same turn with another signature with free dodges in it. Actions used to charge must occur directly before the sig using this nerf.]

Recovery Time: Add 30 to cap per action. [A nerf. Requires extra actions to recover from the use of an attack Cannot be placed in a signature with free dodges in it. Cannot be used on the same turn with another signature with free dodges in it. Actions burnt must occur directly after the sig using this nerf. ]

Charge Burner: Burn 1 Buster Charge to gain 30 Cap (per instance) [This ability uses Buster Charges as fuel. Keep in mind, this ability must be taken once for EACH charge you plan to power a given signature with, and you must have the required number of charges to use the signature at all. Only 2 charges can be stored at once, so this nerf can only be used twice on the same sig. Also, keep in mind that should your buster be disabled, this signature becomes useless as well. Applies immediately upon use of sig.]

Sacrifice: Pay 15 HP to add 20 to cap (Per instance) [Navi uses own lifeforce to power attack. 15 HP for 20 Cap. Stackable with itself. Does not stack with multihits. Applies immediately upon use of sig.]

Self Slow: Add 40 to cap (Per round, per instance) [Reduces the effectiveness of ALL dodges for your Navi by 1 Rank. Cannot exceed Rank E. Players may not use this nerf more times than the number of ranks between their current dodge rank and rank E per turn. If they possess multiple signatures with this effect that add up to be higher than the allowed instances per turn, they cannot use them. Applies for the duration of the next turn after the use of this nerf.]

Off-Target: Add 40 to cap (Per round, per instance) [Reduces the accuracy of ALL attacks made by your Navi by 1 rank. Players may not use signatures with this nerf if it would result in an overall accuracy drop greater than 2 ranks. Applies for the duration of the next turn after the use of this nerf.]

NC Lock: Gain Points equal to occupied NC space to cap per instance. [Self inflicted NC Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Navi Customizer is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]

Folder Lock: Gain 80 Points to cap per instance. [Self inflicted Folder Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Chip Slot-In System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]

Sig Lock: Gain 80 Points to cap per instance. [Self inflicted Sig Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Signature Attack System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]

Buster Lock: Gain 10 Points per equipped PowerUP and Buster Effect Upgrade to cap per instance. [Self inflicted Buster Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon with itself more than 7 turns of duration, your Buster System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
Planeswalker Effects

--- Planeswalker Effects allow the players to add some fun, yet risky, variety to their signature line-ups. All planeswalker effects rely on the Terrain found in the networks as a guide for what they do. A key, if you will. The effects will change to match their corresponding Terrain Type, which can be fun, and deadly effective. At the same time, none of these effects will operate on Non-elemental Terrain types: In these cases, or when a character is at High Altitude, or otherwise not in contact with an elementally aligned terrain, all planar effects shut off. If a signature carries other parts not related to planar effects, these continue to operate normally. In edge cases and non-standard situations, moderator discretion decides whether the character can maintain their planar effects.

-- PaladinGC, with updated text from Rogan


REMINDER:
- Cannot Function if flying at high altitude or hovering over missing or broken panels.
- Applies ONLY to a signature if it is part of that signature, and cannot ever be used to augment another signature, buster, or chip.
- Cannot be used in conjunction with a Terrain Change Effect in the same signature.

Elemental Rage: 80 [Grants this sig attack the element of the terrain your Navi is standing on when executed.]

Effect Rage: 60 (Per Instance. Effect duration varies.) [Grants this sig attack the inherent offensive effects of the terrain your Navi is standing on when executed.]

Planar Skill: 60 (Per Round) [Grants this sig attack the inherent defensive effects of the terrain your Navi is standing on when executed.]

Planar Body: 40 (Per round) [Grants your Navi an elemental damage reduction armor that reduces elemental damage by half, but renders them weak against one type of element, as though they were a navi of that element. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Body Effect.]

Planar Barrier: 1 point = 1 Barrier HP; 20 HP Minimum [Grants your Navi an elemental barrier that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Barrier is strong against its own element, and takes only half damage from it, but receives +100% source damage from its weak element, and does not block overspill if more damage is dealt than the remaining health of the Barrier. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Northwind and Impact. Counts as a Barrier.]

Planar Shield: 20 per hit negated [Summons an elemental Shield that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Shield is strong against its own element, and completely negates any damage from it if blocked successfully, but attacks of the elemental weakness count as two hits against Planar Shields, and may break through to deal full damage if it reduces the Shield's X-Hit value past zero. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Shield.]

Planar Casing: 1 point = 1 Casing HP; 20 HP Minimum [Summons an elemental armor casing for your Navi that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Casing is strong against its own element, and takes only half damage from it, but receives +100% source damage from its weak element, and does not block overspill if more damage is dealt than the remaining health of the Casing. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Casing.]
Beast Effects
Beast Effects are exclusive to Beast Sigs. They can not be used anywhere else.

Action Boost: 300 BSP [Gives the user an extra action for the duration of their BeastOut. A Beast Sig only using this effect does not require an action to use. The user can not gain more than 3 total extra actions, from this effect or any other source.]

Element Boost: 1:10 BSP ratio [Grants 1 point of damage for every 10 points spent. Adds damage to all Battlechips of the user's element for the duration of the user's BeastOut. Stacks with damage boosts from other sources, but can not add more than 100 extra damage from this effect alone. Extra damage applied to a single hit of a multi-hit attack.]

HP Boost: 1:2 BSP ratio [Grants 1 HP for every 2 points spent. Adds extra HP to the user's current and maximum HP for the duration of the user's BeastOut. This effect does not reduce the amount of damage the user has taken, and does not stack past 500 extra HP.]

Buster Boost: 100 BSP [Grants an extra stat point to the user's buster for every instance of this effect, for the duration of the user's BeastOut. The stats raised must be registered with the Beast Sig, and can not change outside a re-registration. The max stats for the user's buster can not exceed 10/5/5.]

Warp Attack: 100 BSP [Imbue, as a free action, this effect onto a Battlechip. Using the Battlechip makes the user teleport in front of the target, attack, then teleport back to the original position. The user must be able to see the target to attack with this effect. The user can only teleport to the front of the target, not behind or to the sides. This effect does not stack.]
The BANNED List

--- Banned effects are not allowed in signature attacks, both for obvious reasons, and some for reasons that may not be as obvious to everyone. However, if it lives here, it breaks the game so hard that we didn't even want to salvage it.
-- PaladinGC


Possession: [Allows you to control the target for a set time.]
Redirect: [Allows the redirection of multiple missed attacks to a single target. See below for more info.]
Damage Stacker: [Allows attack boosts to stack with multiple hit attacks. Exclusive to Attack+ battle chips.]
Autohit: [S Rank Accuracy. Hits target. Restricted to healing and battle chips only.]
Subtype Change: [Allows you to change your Subtype. Get a Cross if you wish to do this.]
Element Change: [Allows you to change your Element. Get a Cross or BeastOut if you wish to do this.]
NaviCust Enhancer: [Increases the effectiveness of NCP's.]
Buster Enhancer: [Increases buster stats. Restricted to Buster type battle chips.]
Elemental Immunity: [Grants immunity to a specified damage type. Exclusive to viruses.]
Empower: [Grants a damage boost to all attacks, be they Multi-hit, AoE, or Single Target, for an entire turn. This has been done away with.]
Charm: [Forces a character to exclusively attack his allies.]
Instant Kill: [We never even considered adding this.]

A note about Redirect: You can mimick the effect with Spread and Homing, but doing so will be very very expensive. Power has a price. -- PaladinGC
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