__Signature Attack System Version 3.5__(Original Concept: PaladinGC)

**-- MAIN RULES --**

- At level 0, players will start with an initial pool of 80 Sig Points to make signature attacks (referred to as Sigs) from.
- This point pool can be boosted by increments of 40 Sig Points by buying Process Upgrades at Suitachi's Navi Shop or the Commercial Area's Navi Net-Shop. Your level dictates your maximum amount of Process Upgrades, e.g. a level 4 can only buy 4 Process Upgrades.
- There is no limit as to how many Sigs you can make, just that their total Sig Point cost must be equal to or less than your current Sig Point pool.
- There are two types of Sigs:
- Active Sigs: Require an action to activate, and are subject to Cooldown.
- Passive Sigs: Do not require an action to activate, and can be activated once per turn. They cost 4 times the cost of a regular Sig Point, and have a different maximum limit.
- Each individual Sig cannot exceed a set maximum limit of Sig Points spent, determined by your level. This limit increases every 5 levels, dictated below.

Level Range | Max Active Sig Cap Allowed | Max Active Sig Cap Allowed (with Nerfs) | Max Passive Sig Cap Allowed |

0-4 | 60 | 90 | 15 |

5-9 | 100 | 150 | 20 |

10-14 | 140 | 210 | 25 |

15-19 | 180 | 270 | 30 |

20-24 | 220 | 330 | 35 |

25-29 | 260 | 390 | 40 |

30-34 | 300 | 450 | 45 |

35-39 | 340 | 510 | 50 |

40-44 | 380 | 570 | 55 |

45-49 | 420 | 630 | 60 |

50-54 | 460 | 690 | 65 |

55+ | 500 | 750 | 70 |

**-- COOLDOWN --**

- Cooldown (CD) is the amount of full turns that you are not allowed to use your Active Sig. They are calculated by dividing your Active Sig's cost total by 40, and rounding it up to the nearest whole number.
- 1 CD means spending one whole turn unable to re-use a Sig. If, for example, you have an Active Sig with 5 TCD, that means you will have to spend 5 turns following the end of the current turn before you can re-use it. Each turn, the CD count reduces by 1 naturally. You need to keep track of it for each Sig separately.
- If you manage to reduce an Active Sig's CD to 0 through Sig Chill, Custom NCPs, or other effects, you still cannot use it again until the beginning of the following turn.
- The cooldown of all your Sigs refreshes when the current battle ends, unless specified by the moderator.

**-- NERFS --**

- An Active Sig can also employ negative "Nerfs" in order to do two things:
- Act as "additional Sig Points" towards adding more effects to your Sig, up to another limit. These additional points count towards Cooldown calculation.
- Act to reduce the Cooldown of a sig, by reducing the effective point total in terms of Cooldown calculation. These do not reduce the amount of normal Sig Points that you use originally.
- Points contributed from Nerfs cannot exceed 50% of your original Sig's normal point cost. You may utilize part of a Nerf's point contribution instead of all of it to conform to this rule.
- Passive Sigs cannot make use of Nerfs.

**-- SINGLE SIG MULTIPLIED DAMAGE CLAUSE --**

- Under no circumstances may a single Sig, supported or unsupported by passive abilities, generate AND exploit a situation where damage inflicted on a target is increased from its normal use. This includes, but is not limited to:
- Terrain Change and Elemental Damage.
- Defensive Buffs and Defense Breaker.
- Zombie and Recovery (any form).
- Any other possible damage multiplication combination.
- If you wish to deal heavy damage, do so over several actions with a combination of attacks, but not in a single attack or multiple attacks in a single action.

**-- MISCELLANEOUS --**

- Passive Sigs activate at different times based on where in your summary/roleplay you place them. If you don't roleplay or place your passives at a specific time in your summary, the moderator is allowed to decide when it activates. If a passive is not placed in your summary at all, it is assumed that you have deactivated it for the turn.
- Multiple use Sigs can be emulated by making multiple instances of the same Sig.
- Under no circumstances may Sigs summon actual viruses. They can be simulated using Objects, but not completely, and are subject to Object rules.
- Any positive/negative effects or Objects created through Sigs do not carry over between battles, unless specified by the Moderator. This does not include Locks inflicted by Nerfs or the To-All range modifier, which explicitly state otherwise.

**-- EXAMPLES --**

- NaviMan is level 0, and thus has 80 Sig Points. His Sig limits are 60 Sig Points for an Active Sig, 90 Sig Points for an Active Sig with Nerfs, and 15 Sig Points (before Passive multiplier) for a Passive Sig. He makes the following Sigs.
- Active Sig: Faux Cannon: 40 Null Damage (40 points), Shot-Type. (40 Sig Points, 1 CD).

(Standard Sig with damage that falls within the limits.) - Passive Sig: Auto-Targeting: Take Aim (10 points). (10 x 4, 40 Sig Points).

(A small passive effect.) - NaviMan levels up to level 10, and purchases 5 Process Upgrades. He thus has (80 + 5*40) Sig Points, or 280. His Sig limits are 140 Sig Points for an Active Sig, 210 Sig Points for an Active Sig with Nerfs, and 25 Sig Points for Passive Sigs (before Passive multiplier). He makes the following Sigs.
- Active Sig: Faux Cannon 2: 60 Null Damage (60 points), Shot-Type, Sacrifice 15HP (20 nerf points). (40 Sig Points, 20 Nerf Points, 2 CD)

(Sig with one nerf effect to increase the Sig's effects. The total points add up to 60, making it 60/40 = 1.5, rounded up to 2 CD) - Active Sig: Faux Cannon+: 60 Null Damage (60 points), Shot-Type, Sacrifice 15HP (20 nerf points). (60 Sig Points, 20 points of Cooldown reduction, 1 CD)

(Sig with one nerf effect to reduce the cooldown. The total points add up to 60, so it would normally be 2 CD, but the 20 nerf points reduce the calculated point total down to 40, making it 1 CD.) - Active Sig: Faux Wrecker: 130 Null Damage (130 points), Break (20 points), Thrown-Type, Self-Slow2 (2 instances, 1 round: 80 nerf points). (120 Sig Points, 30 Nerf Points, 30 points of Cooldown reduction, 3 CD)

(Sig with both nerf effects to break the standard limit and reduce the cooldown. Sig Points spent do not exceed 140, and the total is below 210, and Nerf Points account for a max of 50% of the spent Sig Points. The total points from Sig Points and Additional Nerf Points reaches 150, but we reduce it back down to 120 for Cooldown calculation with additional nerfs, making it 3 CD instead of 4. Note that we only actually use 60 of the 80 Nerf points, since using all 80 would break the 50% limit.) - Passive Sig: Auto-Targeting: Take Aim (10 points). (10 x 4, 40 Sig Points).

(NaviMan retains this sig and leaves it unchanged.)

Total points spent: 40 + 60 + 120 + 40 = 260/280. - Active Sig: Faux Cannon 2: 60 Null Damage (60 points), Shot-Type, Sacrifice 15HP (20 nerf points). (40 Sig Points, 20 Nerf Points, 2 CD)

Total points spent: 40 + 40 = 80/80.