* ABSORPTION - COST: 3 points - Some monsters have the power to drain the health of their opponent's and absorb it into their own bodies (i.e., Leech Seed). This ability takes effect only when the monster damages another monster, after DEFENSE is applied. - Add damage dealt to own HP. ---------------------------------------------------------------- * AREA EFFECT ATTACK - COST: 2 points - Sometimes blowing up just one monster isn't enough. Sometimes you just need to hit everything and everyone, no matter who's side they're on. This ability represents the ability of a monster to soup up their attacks for that very purpose. - Next action hits ALL monsters in battle (friend or foe, including the monster itself!). DEFENSE is still applied for each monster. ---------------------------------------------------------------- * DELAYED ATTACK - COST: 2 points - If you need a lot of power to destroy a really big enemy, you can use this ability to gather strength at the cost of an action, or two, or more. As long as you continue to use this ability in consecutive turns, the bonus increases. Of course, you are open to attack during this unless you have some allies to help you...or you're just strong enough to withstand anything your opponent can throw at you. - Increase ATTACK by 50% each time this ability is used in a row. The bonus only lasts for one attack. (Countering does not count as an attack.) NOTE: The maximum bonus this ability can provide is +500% in and out of combat. ---------------------------------------------------------------- * DISABLE - COST: 3 points - This is a real useful ability if you have an opponent with lots of annoying powers. You must choose a specific ability when the ability is used. If the ability is already disabled, or your opponent doesn't have the ability you named, the turn is wasted. - Turn off one of your opponent's abilities, chosen when Disable is used, for three turns. ---------------------------------------------------------------- * DIVIDED ATTACK - COST: 2 points - This ability allows the monster to split up an attack and target multiple opponents at the same time. For weak monsters this isn't very useful, but for very powerful monsters (like villians) this is a useful ability when a bunch of pesky opponent's try to gang up on you. - Choose the number of different targets you want to hit, and divide ATTACK by that number for this turn. ---------------------------------------------------------------- * INTANGIBILITY - COST: 3 points - Amongst the world of monsters, there are some with attributes like that of a ghost or apparition. They can go through walls, the ground, and most attacks. However, they cannot affect the rest of the world as effectively either. Since only the physical attacks are affected, ATTACK and DEFENSE don't become totally irrelevant. - ATTACK is half, and DEFENSE is doubled while this ability is in use. Can spend one attack to turn on and off during battle, and can be further modified by using STRONG, NORMAL, or WEAK attacks. ---------------------------------------------------------------- * POWER BOOST - COST: 3 points - In a serious emergency (or when using abilities like 'Explosion'), some monsters can push themselves to the limit and beyond. By sacrificing life energy, a monster can increase the strength of an attack by incredible amounts. Of course, afterwards they'll be way low on health, and quite vulnerable. A monster can't go below 0 HP using this ability. - Lose X HP to increase ATTACK rating of any one monster in battle (even the one that lost the health) by X for one attack. Countering does not count as an attack. ---------------------------------------------------------------- * PURITY - COST: 4 Points - Being bad is usually equivalent to being powerful, but the good guys usually win anyway thanks to their inherent goodness. In the case of Sphere Monsters, this breaks down to a basic system of attraction and repel. The purest Spheres (those not tainted by wasted energy in the form of Sphere Marks) are capable of attracting the tainted energy of their opponent for the purpose of gaining temporary strength. - PURITY RATING = (All) Opponent's SPHERE MARKS - Your SPHERE MARKS. If your SPHERE MARK total is 0, increase the final rating by 50% ("True Purity"). If the final rating is less than 0, treat it as 1. If the final rating is 1, treat it as 1.5 for the math below. - POWER: Multiply ALL 4 attributes by the PURITY rating for the entire battle automatically. Recalculate if anyone's Sphere Mark totals change during the battle. NOTE: NPC's, Soldiers and Support can never possess this ability, and are never affected by it because the mindset of wild monsters makes Sphere Marks irrelevant. ---------------------------------------------------------------- * REGENERATION - COST: 4 points per LEVEL - All monsters heal rapidly when compared to humans. After a good meal and one night's rest, most monsters are at full health. Some monsters can heal much faster though, at a rate that even other monsters gawk at. - LEVEL 1 - Regain 15 HP per turn automatically. - LEVEL 2 - Regain 60 HP per turn automatically. - LEVEL 3 - Regain 130 HP per turn automatically. - LEVEL 4 - Regain 300 HP per turn automatically. - LEVEL 5 - Regain 700 HP per turn automatically. - LEVEL 6 - Regain 1500 HP per turn automatically. - LEVEL 7 - Regain 2800 HP per turn automatically. - LEVEL 8 - Regain 5000 HP per turn automatically. - LEVEL 9 - Regain 7500 HP per turn automatically. - LEVEL 10 - Regain 10000 HP per turn automatically. - It's conceivable that a monster can achieve "perfect" regeneration, but such a thing doesn't mean total immortality. Regeneration is applied AFTER all damage has been dealt in a round, so it's possible to be defeated before a monster can regenerate. ---------------------------------------------------------------- * SPEED ATTACK - COST: 4 points - The ability to be fast is a useful ability in itself, but the ability to attack multiple times is even more useful. This ability represents the power to attack more than once, based on how much faster than your opponent you are. -Divide your speed by your opponent's. -Round up -The number you get is the number of attacks you get this round. - NOTE: Treat monsters with speed 0 as having a Speed of 1. - NOTE: In multiplayer battles, use the FASTEST opponent to determine any one monster's number of actions. - NOTE: Counters used on a character with Speed Attack affects only the very first attack. The Defense of the attacker's enemy stays the same for ALL the bonus attacks. ---------------------------------------------------------------- * STATUS ATTACK - COST: 4 points - This ability is used to represent special attacks that affect the opponent's attributes rather than damage them outright. This ability can be used any time an attack can be used, and must be announced. The attribute reduced is chosen when this ability is bought, and cannot be changed. You may buy this ability multiple times to represent different STATUS ATTACK's. - Reduce opponent's [attribute] to half for next three turns. If used again on same monster, number of turns start over. Not cumulative with itself (so you can't reduce an attribute to 0 with this power).