Main DaCapo Page:

Status Effects:

 

Status Effects are basically things that you might notice on your move sets such as: Dark Damage, or Fire Damage or Hyperspace Damage. These are essentially for boss battles, though for normal battles they can be used too. But for boss battles they will be noted for extra damage during the rounds to help take the boss down faster. I will list the various Status Effects below (though if I miss any let me know. I will continue to update the list as the RPG goes on.)

Element Status Effects

 

Holy Damage: This is an elemental attack only. It does not do any consist damage.

Holy will do double the attack's damage against a Dark Element enemy though.

Dark Damage: This is an elemental attack only. It does not do any consist damage.

Dark will do double the attack's damage against a Light Enemy though.

Elemental Notes: Holy and Dark are weak against each other; each does double damage against the other. They one of a kind in that aspect.

 

Fire Damage: This does burn damage against enemies and will continue to do Burn damage for one to two rounds, causing 10 HP Damage during them.

Fire will do double the attack's damage against a Ice Enemy.

However, this will not work against: Other Fire Element People or Water Element People.

Water: This may cause knock down due to water pressure or flooding. There is a 1 in 3 chance for this to happen. Water is also known to do Healing or Status Ailment removal effects, but see player moves.

Water will do double the attack's damage against a Fire Enemy.

However, this will not work against: Other Water Element People or Lightning Element People

Elemental Notes: Fire causes Burn Damage that will do 10 HP Damage for 1 to 2 Turns; it is strong against Ice and null against itself and Water. Water has a 1 in 3 chance for Knock Down and is strong against Fire and null against itself and Lightning.

 

Lightning Damage: This does shocking damage that has 1 in 4 chance of making a person lose their round in addition to the damage.

Lightning will do double the attack's damage against a Water Enemy.

However, this will not work against: Other Lightning Element People or Earth Element People.

Earth Damage: This may cause 1 in 3 chance to stun an enemy with the impact of the Earth.

Earth will do double the attack's damage against a Lightning Enemy.

However, this will not work against: Other Earth Element People or Wind Element People

Elemental Notes: Lightning causes Shock Damage that may cause a 1 in 4 chance to make a person lose their turn; it is strong against Water and null against itself Earth. Earth will do Stun Damage in a 1 in 3 chance; it will do double damage against Lightning and is null against itself and Wind.

 

Wind Damage: This may cause knock down due to the strong winds. There is a 1 in 3 chance for this to happen.

Wind will do double the attack's damage against a Earth Enemy.

However, this will not work against: Other Wind Element People or Ice Element People.

Ice Damage: This does frost damage, making people more likely to do double damage that one round. There is a 1 in 4 chance.

Ice will do double the attack's damage against a Wind Enemy.

However, this will not work against: Other Ice Element People or Fire Element People

Elemental Notes: Wind causes Knock Down in a 1 in 3 chance; it is strong against Earth and null against itself Ice. Ice does Frost Damage, making everyone more likely to do double damage for one round. There is a 1 in 4 chance to to do it; Ice is strong against Wind and null against itself and Fire.

 

Other Status Effects

 

Fox Fire: This a unique ability and during boss fights will do damage to someone's stats in addition to the damage.

It is a dice roll of 1 in 5 to see what stat and will drop the stat by 1. If the Kitsune has 7 tails it will drop by 2. If they have 9 tails by 3.

1 - Abilities, 2 - Strength, 3 - Speed, 4 - Mind, 5 - Godhood

Foxfire Notes: Using the Random Number Generator, the GM sees which Stat drops down by 1; it the Kitsune has 7 tails it drops by 2, if they have 9 tails it drops by 3 points.

 

Stun: Chance to miss a round. It will stun the character and make them unable to attack. When it is their turn, unless they have a move to shake it off, they miss the round.

Stun Notes: Stuns the character; unless it can be shaken off with a move or something, they miss a round until it wears off.

 

 

Hyperspace Damage: A burning damage attack that burns for 2 rounds, doing 10 HP damage per round.

This does double damage against Dark Ones and only half damage against fellow Progenitors.

Hyperspace Notes: A burning damage that does 10 HP damage for 2 rounds each; it doubles double damage against Dark Ones and half damage against Progenitors

 

 

Bleed Damage: 5 HP damage per round for two rounds.

Weaken one limb that the person targets.

Bleed Notes: Bleed causes 5 HP Damage for two rounds and weakens a limb, possibly causing problems for that limb in combat.

 

 

Poison Damage: Half HP lose per round for 3 rounds or until cured.

Poison Notes: Poison causes the person to lose Half HP for 3 rounds until cured or until the rounds end.

 

 

Knock Down: Double damage until the enemy rises up.

They can only stand up when it is their turn, use a Cut-In. or they have a move to help them stand up.

Knock Down Notes: Knock Down causes double damage to the enemy until they are able to stand up on their turn, use a Cut-In, or have a move to help them stand.

 

 

Rending/Piercing Damage: Any special attack that does all it's damage directly to the armor/shield, aiming to break it faster. Meaning a 10 Attack, all the damage till be applied to the Armor.

If the person no longer has any armor, it will cause a Knock Down.

Rending/Piercing Notes: Applies all damage to armor, aiming to break it faster. If no armor is left, Knock Down occurs.

 

 

 

TAW is © 1997-2018 Kevin T. Bell

TAW6 Special Thanks: Sara
Special Thanks: In Memory of Ryan Cross