So we did.
Then, whilst our heads were together, we said to ourselves, "There sure ain't that many Subtypes. We should make more."
So we tripled them.
THAT'S RIGHT. There are now a grand total of FIFTEEN subtypes. The level of customization just went through the roof!
Full details are in the rules section, but a bare bones outline is this: All subtypes have a passive ablity and an activated ablity. The quickest description of these are as follows:
Quote ()
Sword -
P: Sword Mastery: No accuracy penalty with Slashing attacks.
A: Swordplay: Free parry/dodge after 2 consecutive Slashing attacks. (Once Per Turn)
Melee -
P: Melee Mastery: All Melee attacks gain an additional accuracy rank. Does not apply to Slashing attacks.
A: Bash: Add Impact to a chip attack as a free action. (Once Per Turn)
Wind -
P: Airstep: Jumping grants you High Altitude status.
A: Gust: Add Knockback to a chip attack as a free action. (Once Per Turn)
Speed -
P: High Gear: Speed Types gain a 10% bonus to Base Evasion. (This is their evasion value before RP, Statuses, Movement, and Dodges are factored in. Not Applicable in some situations.)
A: Afterburner: As a free action, sacrifice 1 action from the next turn to add 1 additional action to this turn. Sacrificed action carries over between battles, and this can't be used in the same turn that the sacrificed action is being spent. (Once Per Battle)
Cursor -
P: Marksmanship: Increased accuracy by 1 rank with Shot type attacks, even when under the influence of status down effects.
A: Snipe: Add Seeking to a chip attack as a free action. (Once Per Turn)
Break -
P: Mass Destruction: All AoE chip attacks have their area of coverage upgraded one level. This only affects Splash, Spread, and Blast.
A: Smash: Add Break to a chip attack as a free action. (Once Per Turn)
Summon -
P: Masterwork: Every time you summon one or more objects, one of the summoned objects gains +20 HP.
A: Fusion: Spend an action to combine the HP, abilities, status, and effects of two objects into one object. (Once Per Turn)
Shadow -
P: Stealth Encoding: You are a lower priority target than other allies, and are more capable of successfully hiding with a non-standard action.
A: Ambush: Add Phasing to a chip attack as a free action. (Once Per Turn)
Ground -
P: Unanchored: Ground attacks gain 1 Accuracy rank versus flying targets.
A: Terraform: Attach to an attack as a free action and create a Small Area Terrain Change around yourself (always) and target (or wherever the attack hits), based on the element of the chip used. (Once Per Turn)
Guts -
P: Thick Skin: Reduces damage taken by 10%. Weaker amounts of damage may seep through.
A: Taunt: Convince an enemy to attack you for the next turn as a free action. (Once per turn)
Shield -
P: Defender: Increased chance that impromptu RPed defense actions, such as parrying with a weapon, will succeed.
A: Guardian: Anchor down and create a 1 Hit Shield as a free action, but reduce dodges to the lowest rank for this turn. (Once Per Turn)
Recover -
P: Medical Mastery: Changes the cost of Healing to 1:1 (1 HP for 1 point).
A: Paramedic: Spend an action to end all instances of any one status effect or bug (except zombie) on a target, and heal them for HP equal to your level. (Once per turn)
Bug -
P: Infected: Every five levels, (starting with Level 0) you gain one free Glitch sig effect to use for sig attacks.
A: Randomize: Activate as a free action on an attack chip to randomize its damage dealt from anywhere between 1 and double its original value. (Once Per Turn)
Team -
P: One for All - Damaged inflicted on allies in physical contact with each other is evenly split between those allies.
A: All for One - Donate 1 Action for this turn to an ally. Allies can only receive one action per turn. The action donated is the action spent to activate this effect.(Once Per Turn)
Variable -
P: Debuff: Support abilities with a + in their names may be used on an opponent's next attack as a - instead.
A: Buff: Add (Level) damage to any one chip attack as a free action. (This is treated as a Support ability.)
THAT'S A LOT OF SUBTYPES.
Of course, everyone will get a free chance to change their subtype based on this major change.
Other things to note:
There's a new sig effect called Glitch. It's almost totally random what happens when you use it, so it's bound to be fun to play around with! Bug type Navis even get some uses of it for FREE!
We've added Attack+10 and GunDelSol1 Battlechips to the store. Now you can have the power!
The 'Normal' subtype is gone now. The closest thing we have to it now is the Variable subtype, so go with that if you're feeling indecisive.
THAT SHOULD DO IT. Who knows what crazy ass things the staff will come up with next?!
OH I FORGOT! We're even planning to expand these things in the future with EVEN MORE ABILITIES!
There's also a possibility of a SIXTEENTH Subtype (Custom) in the works!
NOW THAT'S REALLY ALL!