Core Signature Attributes
Damage: 1 damage = 1 point [Damage. This needs explaining?]
Example Notation: 40 Null
Explanation: 40 Damage, Null lement; though including the words Damage and Element are unnecessary.
Healing: Convert using this formula: Every 30 points of heal = 40 sig points in cost (And towards cap.) [Accuracy is set to S when healing yourself or a consenting ally. Accuracy is set to A when healing an enemy.]
Example Notation: 30 Healing
Shot Type Attack Attribute: Free [Attack Accuracy is set to A. Attack is direct. All guns, bows, and the majority of projectile weapons, etc.]
Example Notation: [Insert long list of sig effects here]; Shot Attack
Explanation: This doesn't need to be included every single time. If no attack type is listed, this is assumed to be the type you are using by default. If it is obvious it isn't, we may ask you to add the appropriate type.
Melee Type Attack Attribute: Free [Attack Accuracy is set to B against targets at close range, but is completely useless against targets at long range. Attack is direct, and delivered at close range, but may be permitted to move the user up to a Movement's worth of distance over unobstructed terrain directly towards the target to deliver the attack. This attribute would include knuckles, swords, hammers, etc.]
Example Notation: [Insert long list of sig effects here]; Melee Attack
Thrown Type Attack Attribute: Free [Attack Accuracy is set to C. Attack is indirect, and may hit targets covered against direct attacks. This would include bombs, boomerangs, and anything that is toss-able. Generally travels in an arc, giving people more time to evade (that's why the accuracy is lower).]
Example Notation: [Insert long list of sig effects here]; Thrown Attack
Ground Type Attack Attribute: Free [Attack Accuracy is set to B against targets standing upon the ground, but is set to D or lower against airborne foes if it is even capable of hitting them at all. Attack is indirect, and may hit targets covered against direct attacks. This would include shockwaves, towers, spires, spikes, waves, anything that travels along the ground, or rises from it.]
Example Notation: [Insert long list of sig effects here]; Ground Attack
Drop Type Attack Attribute: Free [Attack Accuracy is set to B against targets flying in the air, but is set to D or lower against ground based foes if it is even capable of hitting them at all. Attack is indirect, and may hit targets covered against direct attacks. This would include falling rocks, lightning bolts, meteors, hail, anything that falls directly out of the air or drops from the ceiling.]
Example Notation: [Insert long list of sig effects here]; Drop Attack
Null Element Attribute: Free (Not stackable) [Attack has no elemental attribute. Unless you state that you're using an Element when you register, this is assumed to be the default.]
Example Notation: 40 Null
Explanation: 40 Damage, Null Element; though including the words Damage and Element are unnecessary. I just repeated myself....
Same Element Attribute: Free (Not stackable) [All signatures of your Navi's own element can be that element for free, same as null. You do have to state that they are elemental though.]
Example Notation: 40 Fire
Explanation: 40 Damage, Fire Element; though including the words Damage and Element are unnecessary.
Off Element Attribute: 20 (Not stackable) [You pay for the other elements. No exceptions.]
Example Notation: 20 Aqua
Explanation: 20 Damage, Aqua Element; though including the words Damage and Element are unnecessary. As you can see, this attack is 20 damage less than the other examples to cover for the cost of the off element.
Ice Type: 20 [This effect can only be applied to signatures that include the Aqua Element, and only to portions of the signature associated with that element. This is the alternate setting for all Aqua Element attacks. This means the attack is ice based, and will cause freeze effects on Ice and Snow terrains, and will change Sea to Ice, and freeze things underwater. Does not affect Onsen. When applied to Defenses and Objects, the vulnerability shifts to Fire from Elec.]
Wind Type: 20 [This allows an attack to trigger terrain and object effects that are activated by Wind.]
Multi-Target Attribute: The cost for one target, times the total number of targets. [Simply dealing the full damage and effects to more than one target.]
Example Notation: (20 Null) x 2 Targets
Explanation: It's a 20 damage attack with no element to two targets. We prefer Algebraic form when writing sig effect summaries, so that's how it's shown. This example signature is worth 40 points.
Multi-Hit Attribute: The cost for one hit, times the total number of hits. [Simply dealing the full damage and effects more than once to a single target.]
Example Notation: (20 Null) x 2 Hits
Explanation: It's a 20 damage attack that hits the same target twice. Again, written in Algebraic form. This example signature is worth 40 points.
Random Attribute: Highest effect set cost. [Random signatures are created by setting aside a pool of points. This pool is used to form sets of effects that is each equal to or less than the value of the pool. The effect sets are then put into a roll table, and the Moderator will determine what effect is applied by using an RNG. Cannot be used as a nerf.]
Spread: 1/2 of points spent; only applies to damage effects. (IE: 40 damage = 20 points towards cap.) [Deals full damage to an additional target after attack connects. This is not guaranteed to hit. Spread effects are concerned with the direction the spread triggers in, not how far it is from source point to target.]
Example Notation: 20 Null + Spread2
Explanation: It's a 20 damage attack that spreads in two different directions when it hits something. You'll tell us how the attack spreads in your attack description. This example signature is worth 40 points.
Splash: 1/4 of points spent; only applies to damage effects. (IE: 40 damage = 10 points towards cap.) [Deals half damage to an additional target after attack connects. This is not guaranteed to hit. Splash effects are concerned with the direction the splash triggers in, not how far it is from source point to target.]
Example Notation: 20 Null + Splash4
Explanation: It's a 20 damage attack that splashes in four different directions when it hits something. It costs the same as the above spread attack. This example signature is worth 40 points.
Blast #: (Cost of Sig)*# = Total Sig Cost w/ Blast # [Causes a spherical explosion centered on the target, expanding outwards (#-1) panels in all directions. The number of enemies this may hit is limited only by their size, and location relative to each other. The larger the blast area, the more potential targets may be affected. The player cannot dictate what targets are affected by the blast, only the moderator can. Be warned, this effect is indiscriminate, and players may blow either themselves or allies up by accident if caution isn't exercised. Blast has a minimum effect of Blast 2 and a maximum of Blast 4. Blast is limited to effects that can directly affect a target, i.e. no objects, terrain changes, etc.]
Example Notation: 20 Null + Blast2
Explanation: It's a 20 damage attack that explodes in a 3 panel wide sphere. It can cause friendly fire, so be careful. This example signature is worth 40 points.
Nova #: (Cost of Sig)*# = Total Sig Cost w/ Nova # [Causes a spherical explosion centered on the user, expanding outwards (#-1) panels in all directions. This effect is identical to Blast with the exception of the user being completely unharmed by the blast. Everything around the user is affected normally, without exception. The tradeoff for being excluded from the blast's effect is that this effect cannot be used at range; it must be centered on the user. Nova has a minimum effect of Nova 2 and a maximum of Nova 4. Nova is limited to effects that can directly affect a target, i.e. no objects, terrain changes, etc.]
Example Notation: 20 Null + Nova2
Explanation: It's a 20 damage attack that explodes in a 3 panel wide sphere, but leaves the user at the center untouched. Same warning as above, only you don't blow yourself up. This example signature is worth 40 points.
To-All-Clause: Free [Sig attack targets all enemies, all allies, or both, but [color=red]inflicts NC Lock, Buster Lock, Folder Lock, and Sig Lock on the user for two turns[/color] when the signature is used. This effect carries over from battle to battle and thread to thread until the duration has expired. See Nerfs for more details on Lock effects. You must purchase a To-All Signature Upgrade for 5,000 Zenny to be able to use this effect. The upgrade is only good for one use before burning out.
Trigger: Free. [A pre-requisite effect for several other effects. All triggers specify event-driven activation conditions, who the activator should be, and who the resulting effects should target; all of which is specified during registration of the signature they belong to, if applicable. For more information, see: Delayed Damage Attribute, Time Delayed Attribute, Trap Activated Attribute, and Counter Activated Attribute. Current statistical values, such as HP count, statuses, folder composition, NC makeup, etc etc etc cannot be used as a trigger specifically. This applies to all effects that require triggers.]
Written as: Attribute(Trigger): Effects.
Example: Time Delay(2 Turns): 150 Fire + Knockback + Blast3
Explanation: The attribute is written first, in this case it's Time Delay. It is delayed for 2 Turns, at which point it triggers, so 2 Turns is written in the parenthesis after. After the colon, the string of effects triggered will be written. In this case it's a large scale flame based explosion that deals a ton of damage over a large area and sends things flying. Very nasty.
Delayed Damage Attribute: Free, but requires a Trigger. [The Trigger condition for this effect is successfully connecting an attack with the target. If the attack misses or is blocked by a defense, this effect will not trigger. Once triggered, this effect works in one of two ways, which is chosen and specified at the time of registration. The first method is dealing damage over time to the target either by turn or by number of actions taken by the target until a maximum specified quantity of damage is dealt to the target. The second method simply deals a large quantity of damage to the target after a specified amount of time in target actions, user actions, or turns have passed. This damage based effect is considered a status effect, and thus ignores the effects of defenses raised after the attack that delivered this delayed damage effect hits the target. Delayed Damage, being a status effect, also completely ignores the damage reducing effects of HardBody, StoneBody, and IronBody. Effects that work within Delayed Damage are strictly limited to Damage, Healing, Drain, Splash, Spread, Nova, Blast, and an Elemental Attribute. In the case of an Elemental Attribute, Delayed Damage is subject to reduction or boosting by PlanarBody (resistance to element X, weakness to element Y) effects, and potential nullification by ElementBody (total immunity to a single element) effects. In the case of all AoE effects, nearby secondary targets apply defenses normally as only the originally afflicted target's defenses are rendered worthless at this point. As this effect counts as a Status Effect, it can be removed using Status Cure before the full effect has run its course. Other effects may operate along-side delayed damage as they normally would next to regular damage and healing.]
Pro-Tip: This is the effect that allows you to mimic damage over time effects such as Poison or Burn.
Trap Activated Attribute: Free, but requires a Trigger. [After activation, the portion of the signature tied to this effect enters a wait state until the specified trigger conditions are met. Trigger conditions for the trap are limited to actions that may be taken by the user, an ally, an enemy, an object, or any combination there-of, and must be declared during registration of the signature. Only actions taken by someone or something may trigger a trap, while the consequences of actions taken will not trigger a trap. A trap will only trigger once, and the accuracy of the resulting effect is based upon the RP quality of whoever or whatever acted first chronologically to trigger the trap and the makeup of the effects triggered by the trap. Once triggered, the trap then executes its effect automatically upon the target(s) designated by the signature's creator at the time the trap was registered. If multiple valid targets of the same priority exist on the field simultaneously, the effect targets whichever is closer first, or the result is determined by RNG if a perfect tie exists. Only one Trap type effect may be active per source (meaning the character or object that set the trap) at a time, and is considered a global effect (meaning anyone, anywhere on the field may trigger the trap at any time) tied to the source. A trap is destroyed if the source is hit with a Nullify effect. No traps will ever trigger against an attack with the Nullify effect included. Be warned, specifying too general a trigger and too broad a targeting parameter can be a trap user's undoing. Glitch may interfere with or change currently active Trap parameters. A Trap cannot have a Dodge (specifically the act of evading an attack) of any kind as a specified trigger (that includes Teleporting dodges). Movement, however, is a valid trigger, which includes Teleporting (relocation is movement), and any Dodge involving movement.]
Written as: Attribute(Trigger): Effects.
Example: Trap(Damage Dealing Aqua Attack): (100 HP Barrier) Then (190 Elec + Stun)
Explanation: The attribute is written first, in this case it's a Trap. The Trigger for this trap is the enemy using a damage dealing aqua attack. After the colon, the string of effects triggered will be written. In this case, a barrier is generated to intercept the incoming attack, and a return blast of stunning electricity is dealt to the attacker.
Pro-Tip: Traps are situational, but very effective as they trigger upon the initiation of an action, and execute before the trigger does. Simply set one, and it will trigger when the conditions are met all on it's own. You can only have one trap active at a time, so think carefully on what you really want. Nullify will remove traps, so watch out for that.
Counter Activated Attribute: Free, but requires a Trigger. [This effect is a lot like a Trap, except the trigger for a Counter is the effect of an action taken instead of the action itself. Unlike Traps, multiple Counters may be active per source at the same time, but the source must be physically able to make good on a Counter at the time the trigger condition is met to be able to use it. Thus, any status downs suffered by the source may adversely affect the execution of a Counter. This cannot be bypassed by summoning something else to execute the Counter for the source. As with Traps, the composition of the effects that make up the Counter and the RP quality of who or whatever triggered it will affect the Counter's accuracy. Counters are destroyed by the Impact effect if the source of the Counter(s) is hit by an Impact attack that deals more than 10 points of damage to the source. No Counter will ever trigger against an attack, or the results of an attack with the Impact effect included. Glitch may interfere with or change currently active Counter parameters. A Counter cannot have a missed attack as a specified trigger. The destruction or damaging of a defense cannot serve as a valid Trigger for the creation of any General Defense.]
Written as: Attribute(Trigger): Effects.
Example: Counter(Slashing Damage): 90 Null + Impact + Knockback
Explanation: The attribute is written first, in this case it's a Counter. The Trigger for this trap is a sword attack actually hitting you. After the colon, the string of effects triggered will be written. In this case, a 90 damage barrier busting punch is delivered that knocks your harasser back outside of attack range which can cause the rest of their sword attacks to just plain miss.
Pro-Tip: Counters are like Traps, except they trigger against the effect of an action instead of the initiation of an action. You are allowed to have as many of them as you like, and they can be extremely useful. Be warned, they are nullified by Impact.
Time Delayed Attribute: Free, but requires a Trigger. [Upon activation, a Time Delayed set of signature effects enters a wait state until a specified number of actions and/or turns have passed. There are two Trigger targeting parameter options available for this kind of Signature, and which one the user plans to utilize must be chosen at the time of registration. The first option allows the user to pre-define a targeting scheme with general parameters when they register the Signature (automatic). The second option allows the user to specify one or more target(s) on-the-fly when they first activate the signature (manual). In both cases, the target(s) may not be changed once set. Users may also opt to choose between safe-mode operation which aborts the attack if targeting parameters have been rendered invalid, and forced-fire operation which launches the attack at the last known coordinates of a valid target regardless of the target being present any longer. Note that a simple reference point on, below, or above the field is a valid target.]
Written as: Attribute(Trigger): Effects.
Example: Time Delay(2 Turns): 150 Fire + Knockback + Blast3
Explanation: This was explained earlier. See: Trigger. It's still very nasty...
Pro-Tip: Time Delay is what you use when you want a whole slew of effects to go off at once, or you;d like to be somewhere else when the effect goes off. There is no specific counter to this kind of effect. Careful planning is required to get the most out of Time Delay.
Multi-Stage Attribute: Free. [This attribute denotes a signature broken into multiple steps, known as stages. A Multi-Stage signature does not depend on any special triggers, and simply runs multiple separate effect sets consecutively in the order specified. What effects take place at each stage is registered when the signature is registered, and the order the stages execute in cannot be altered on-the-fly.]
Example: (Movement + 20 Fire) Then (10 Null + Slashing x3 Hits) Then (40 Fire + Knockback)
Explanation: A 3 stage attack. The user starts off by moving to the target and hitting them with a 20 fire damage attack. They follow this up with 3 quick slashes to the same enemy. Then the final hit is delivered which blasts the enemy with fire and knocks them backwards. If you're into anime-style attack combos, then this is your effect. Each of the groups of effects are in parenthesis, and separated by the word 'Then' to denote the change of stages from one to the next.
Pro-Tip: Unfortunately, you cannot use this to generate and exploit a damage multiplication situation, as that is game breaking. It does have more subtle uses, however.
Split-Effect: Average of any two effect costs. [Applies a single instance of one of two chosen effects that are both registered with the signature attack. Each effect has an equal chance of being applied and only one of the two effects is applied per instance of Split-Effect. The chance of either effect being applied is unaffected by RP or any other factors. The cost of the individual effects may not exceed your signature caps.]