|Tarukaja||Target’s strength & Persistence is increased by 50%||3 Turns|
|Tarunda||Target’s strength & Persistence is reduced by 50%||3 Turns|
|Makakaja||Target’s magic is increased by 50%||3 Turns|
|Makunda||Target’s magic is decreased by 50%||3 Turns|
|Rakukaja||Target’s endurance is increased by 50%||3 Turns|
|Rakunda||Target’s endurance is decreased by 50%||3 Turns|
|Sukukaja||Target’s agility is increased by 50%||3 Turns|
|Sukunda||Target’s agility is decreased by 50%||3 Turns|
|Tetrakarn||Reflects one physical attack.||Until Exhausted|
|Makarakarn||Reflects one magical attack.||Until Exhausted|
|Tetraja||Nullifies one dark or light skill.||Until Exhausted|
|Resist Status||Requires an additional success for a status effect to take hold of a target. Cannot be dispelled with Dekaja.||3 Turns|
|Refreshed||Double the amount of cards drawn at the end of a turn. Cannot be dispelled by Dekunda.||3 Turns|
(note: Enhancements of the same type do NOT stack. Enhancements with opposite effects cancel each other out, i.e. tarunda cancels out tarukaja, and vice versa, etc.)
|“Bad Status” Effects|
|Poison||Subject takes 10% of max hp as damage at the beginning of each turn; stops at 5%|
|Charm||GM draws a card. 1-5:Forfeit turn. 6-9:Attack ally with lowest value card. 10-14:Heal enemy or forfeit turn if unable to cast or use curative items.|
|Panic||Subject cannot draw cards. Enemies lose their turns if their card is reversed.|
|Confusion||Subject attacks a random ally with their lowest card|
|Rage||Subject’s strength is increased by half and endurance is decreased by half. Character attacks a random enemy with their lowest card.|
|Fear||GM draws a card. 1-3: Act as normal 4-11:Forfeit turn. 12-14:GM draws a card. Subject flees for that many rounds. Enemies flee permanently (Boss monsters cannot flee).|
|Exhaustion||Low:Subject forfeits it’s turn. High:Subject acts as normal|
|Distress||Subject draws no card when dodging or defending|
|Status Weakness||An extra card is drawn if a status effect fails on its first draw. If the next card is a success, the status effect takes hold. Cannot be dispelled by Dekunda or Dekaja.|
|Down1||Character is knocked down and exposed to attacks that may cause dizziness.|
|Dizzy1||Character loses a turn while knocked down.|
When a target is inflicted with a bad status, the effect will normally last two turns. Some targets, however, may be resistant or weak to certain status effects. In this case, status effects last 3 turns if a target is weak to the particular status effect, and only 1 if the target is resistant. In addition, status effects of the same type stack up to 5 times on one target (ie. using “Marin Karin” sucessfully on an enemy twice in the same round means that the target is charmed for 4 rounds).
A player or enemy can only be subject to ONE status ailment at a time. If a different status effect is inflicted on an enemy already suffering from one status effect, the new status effect replaces the old one.
1 Both “Down” and “Dizzy” are special status effects with their own duration that CANNOT BE STACKED like other status effects. “Down” ends at the subject’s next turn, unless the subject becomes dizzy while knocked down. In this case, the subject loses a turn, then recovers from both down and dizzy on its next turn.
Skills that cause a status effect have a certain percentage to inflict them; 25%, 50%, or 75%.
To resolve whether or not a status effect takes effect based on the skills given percentage:
25%: GM draws a card. If reversed, the effect fails, if upright, GM draws 1 more card. If upright, the status takes effect, if not, the effect fails.
50%: GM draws a card. If reversed, the effect fails, if upright, the status takes effect.
75%: GM draws a card. If upright, the status takes effect, if not, GM draws 1 more card. If upright, the status takes effect, if not, the effect fails.
Most beneficial statuses such as enhancement and resists automatically succeed when used, unless the target refuses them for some reason.
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