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Escape from Cirque du Fénètres OOC

Discussion in 'Roleplay Archives' started by Gist, May 8, 2013.

  1. Whoops, this ended up turning into a OOC. o_O

    This is the OOC thread for the people I've invited to escape from the Circus of Windows. Any questions can be asked here or... I don't know. Whatever goes in an OOC thread I guess XD.

    These two posts will be spillover for what can't fit in the Profile thread posts. :3
     
  2. RE: [Gist] 1x2 Escape from Cirque du Fénètres [Eebit, Kouri]

    ~Shadow's Inflictionary until I can compile my own list of statuses. ^_^~

    Addle ~ Cannot use Abilities for 3 Turns.

    Apathy ~ MP cannot be Restored for 3 Turns.

    Armor Break ~ Armor Equipment is Nullified for the duration of the Battle.

    Airborne ~ Passes through Special Cells and Nature Cells, it is also Set with Null Earth and Vulnerable Wind for 3 Turns.

    Berserk ~ Atk Stat is Increased by 100%, but Def Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.

    Blind ~ Abilities and Basic Attacks have 50% Chance of Missing for 3 Turns.

    Blood Loss ~ 25% Max HP Damage is added to the Base Damage taken. Damage Modifier.

    Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is Increased by 100% if Vulnerable Fire. Instantly Alleviated with Water or Ice Elemental Basic Attacks or Abilities.

    --- Severe Burn ~ 12% Max HP Damage every Turn for 5 Turns. Effect Damage is Increased by 3% Every Turn. Damage is Increased by 100% if Vulnerable Fire. Instantly Downgraded to Burn with Water or Ice Elemental Basic Attacks or Abilities.

    Center of Attention ~ Enemy / Neutral Characters can only Target the Afflicted for 3 Turns with Damaging/Status Abilities or Basic Attacks.

    Cloak ~ Cannot be detected by Enemy / Neutral Characters for 3 Turns.

    Confusion ~ 33.33% Chance of hitting Self/Ally/Enemy for 3 Turns. Alleviated with Physical Damage.

    Covered ~ Damage is directed to a Covering Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.

    Covering ~ Takes Damage for a Covered Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.

    Critical ~ Automatic Status triggered by having 25% Max HP or less.

    Curse ~ 2 Random Stats (Physical / Magical) are Decreased by 50% for 3 Turns.

    DeProtect ~ Physical Total Damage received is Increased by 100% for 3 Turns.

    DeShell ~ Magical Total Damage received is Increased by 100% 3 Turns.

    Drown ~ Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.

    Doom ~ Instant Death after 5 Turns.

    Frail ~ HP cannot be Recovered for 3 Turns.

    Freeze ~ Cannot execute Act Commands or Move Commands, and Damage received is Increased by 100% for 3 Turns. Duration is Increased by 2 Turns if Vulnerable Ice. Alleviated with Fire-Elemental Hits.

    Haste ~ Available Act Actions and Move Actions per Turn are Increased by 1 for 3 Turns.

    Health Regeneration ~ 15% Max HP Recovery every Turn for 5 Turns.

    Health Sap ~ 15% Max HP Damage every Turn for 5 Turns.

    Immobilize ~ Move Commands are restricted for 3 Turns.

    Immune ~ Immune to Status Conditions for 3 Turns.

    Infatuate ~ Treats Allies as Enemies and Attacks them until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.

    Infinite ~ MP cannot be Decreased by any means for 2 Turns.

    Instant Death ~ Immediate KO Status. Bypasses Abilities, Effects and Bonuses involving HP reaching 0.

    Intangible ~ Physical Abilities and Basic Attacks have 100% Chance of Missing (Overrides Sure Hits), but Magical Abilities and Basic Attacks have their Total Damage Increased by 100% for 3 Turns.

    Invincible ~ HP cannot be Decreased by any means for 2 Turns.

    KO ~ Self Explanatory.

    Magic Loss ~ 25% Max MP Damage is added to the Base Damage taken. Damage Modifier.

    Mana Leak ~ 10% Max MP Damage every Turn for 5 Turns.

    Mana Regeneration ~ 10% Max MP Recovery every Turn for 5 Turns.

    Oblivion ~ Immediately Removed from the Battlefield.

    Pain ~ Physical OR Magical Abilities have a Charge Use/Cast Time of +1 Turn, depending on the type of the afflicted Target.

    Paralyze ~ Cannot execute Act Commands for 3 Turns.

    Petrify ~ Cannot Act or Move for 3 Turns, but Total Damage received is Decreased by 50%. Instant Death by Critical Hit.

    Poison ~ 8% Max HP Damage every Turn for 3 Turns.

    --- Severe Poison ~ 16% Max HP Damage every Turn for 3 Turns.

    Protect ~ Physical Total Damage received is Decreased by 50% for 3 Turns.

    Purification ~ Total Damage received is Increased by 100%, Damage inflicted is converted to HP Recovery, and the Effectiveness of HP / MP Recovery is Increased by 100% for 3 Turns. Can only Target Enemies.

    Rage ~ Int Stat is Increased by 100%, but Spr Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.

    Reciprocation ~ Afflicted receives 50% Total Damage the Inflicter receives, and viceversa for 3 Turns. Effect does not include itself.

    Reverse ~ Damage dealt and received is converted to Recovery and viceversa for 3 Turns.

    Scramble ~ Available Act Commands (Except S and X-Abilities) are randomized for 3 Turns.

    Seal ~ Prevents the execution of any Command for 3 Turns. Alleviated ONLY by specialized Items and Abilities, or a Trigger Command.

    Shell ~ Magical Total Damage received is Decreased by 50% for 3 Turns.

    Sleep ~ Cannot Act or Move for 3 Turns, and every Hit is a Sure Critical Hit. Alleviated with Physical Damage.

    Slow ~ Can execute only 1 Command (Act / Move / Wait) per Turn for 3 Turns.

    Stasis ~ Cannot execute Act or Move Commands for 3 Turns.

    Stop ~ Turns are Skipped for 3 Turns.

    Unconscious ~ Automatic Status triggered by having less than 0% Max MP, it is treated like KO. Recovers 5% Max MP per Turn. Alleviated by Current MP > 0.

    Weapon Break ~ Weapon Equipment is Nullified for the duration of the Battle.

    Warp ~ Can Warp to Any Cell instead of conducting a Movement Action for 3 Turns.

    Weak ~ Max HP and MP are Decreased by 15% for 3 Turns. Can Stack up to 3 Times.

    Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Alleviated with HP Recovery.

    Zombie ~ Afflicted gains [Vulnerable Light] and HP Recovery is converted to HP Damage for 3 Turns.
     
  3. Finally got the thing updated~ XD

    If there are any questions/queries, don't hesitate to post them here or PM me~

    Also just using Shadow's Inflictionary until I can develop a list of statuses for myself~
     
  4. It wasn't meant to be here. X3 Having this moved to Archives. If the members currently enlisted in the RP wish for its revival, PM me and we'll talk.

    Nvm, Eeboo be publicizing. I'll wait until July 8 to make a decision.
     
  5. Archived due to request.
     

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