[@Bishop] [i]Frozen Recovery[/i] is a little too powerful for a starting ability. I'm afraid I'm at a loss for how to cost everything else. Part of this has to do with the fact that there are no parameters set for anything. I don't know what these ice weapons do or how long they last. The S-Ability you've created is actually an R-Ability because it counts as a reaction to certain stimuli, in this case, your character's abilities and physical contact. I will say, however, that it's a little too strong as an R-Ability – particularly with the secondary effect on 'frozen' units. [@AlternateMan] [@Leslie Hall] [@Lauder] [@Jerkchicken] I realized after the fact that providing you all with an "inflictionary" might be a good idea as you continue to work on your sheets. These are all the common status effects in play in this roleplay. Sorry I keep throwing these things out after the fact. It's been a long while since I hosted one of these and I'm still getting back in the saddle. [hider=Inflictionary][b][u]Positive[/u][/b] Bravery - ATK is increased by x1.5 for 3 turns. Bubble - HP doubles for 3 turns.  When the effect ends, HP is halved. Covered - Damage is taken by a Covering ally. Covering - Afflicted takes damage for an ally. Faith - INT is increased by x1.5 for 3 turns. Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns.  Afflicted can also travel over Water cells and other usually impassable cells. Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns. Immune - Afflicted becomes immune to negative status effects for 3 turns. Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn. Invisible - Afflicted cannot be targeted for 3 turns. MP Regen - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns. Protect - Reduces all PHYSICAL damage taken by 50% for 3 turns. Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns. Shell - Reduces all MAGICAL damage taken by 50% for 3 turns. Veil - Increases Evasion Rate by 50% for 3 turns. [b][u]Negative[/u][/b] Accessory Break – Afflicted loses all bonuses/effects linked to their first accessory for 3 turns. Can stack if applicable. Addled - Afflicted cannot use any skills for 3 turns. Apathy - Afflicted is unable to recover MP by any means for 3 turns. Armor Break – Afflicted loses all bonuses/effects linked to their armor for 3 turns. Berserk - ATK is doubled, but DEF is halved.  Only normal attacks can be executed while Berserk. Bleeding - Afflicted loses 8% Max HP per turn for 3 turns. Blind - Attacks have a 50% chance of missing for 3 turns. Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack.  Only occurs upon enemy attack.  Only occurs once.  Acts as a damage modifier. Burn - Afflicted takes 8% Max HP damage for 3 turns.  The amount of damage taken is doubled if the afflicted is weak against Fire.  Can be cured via Water/Ice magic or Water-/Ice-based attacks. Charm/Mesmerize - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.  Charm only affects the opposite gender of the inflicter. Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy.  Is cured upon physical attack. Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP. Curse - Afflicted becomes the victim of a curse and takes damage equal to have of the damage the afflicted deals with any attack for 3 turns. Deep Sleep - Afflicted cannot move or take actions for 3 turns.  All attacks made on the afflicted are critical hits.  Awakens upon repetitive physical attacks in a single turn. Deprotect - Doubles all PHYSICAL damage taken for 3 turns. Deshell - Doubles all MAGICAL damage taken for 3 turns. Disable - Afflicted can no longer take action for 3 turns. Doom - Afflicted experiences Instant Death after 5 turns. Fear - Afflicted is unable to move or act for 3 turns.  Is cured upon being attacked by any means. Frail - Afflicted is unable to recover HP by any means for 3 turns. Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns.  Can be cured via Fire magic or Fire-based attacks. Immobilize - Afflicted can no longer move for 3 turns. Instant Death - Afflicted is instantly killed.  Bypasses all abilities that have to do with HP reaching 0. Mana Drain - Afflicted loses 8% Max MP per turn for 3 turns.  MP damage is absorbed by the one who inflicted the status as MP. Misfortune - Afflicted has a 60% chance of skill failure for 3 turns. Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight. Paralyze - Afflicted can no longer move or take action for 3 turns. Peril – An automatic status placed on a character when HP reaches 5% or less and remains on the character until the HP of the afflicted is higher than 5% of its Max HP. Petrify - Afflicted is turned to stone and cannot move or act.  Can be destroyed by a critical hit. Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort.  Items will still recover HP properly. Poison - Afflicted takes 8% Max HP damage per turn for 3 turns. Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns. Sap - HP is reduced by 8% Max HP per turn for 5 turns and regenerates health of the inflictor by the amount of damage dealt to the inflicted per turn. Seal - Afflicted can no longer move or take action for 3 turns. Severe Burn - Afflicted takes 16% Max HP damage for 3 turns.  The amount of damage taken is doubled if the afflicted is weak against Fire.  Can be cured via Water/Ice magic or Water-/Ice-based attacks. Severe Poison - Afflicted takes 16% Max HP damage per turn for 2 turns. Shrink - All PHYSICAL attacks deal 1 Dmg and all PHYSICAL damage taken is doubled for 3 turns. Silence - Afflicted cannot execute any INT-based skills. Sleep - Afflicted cannot move or take actions for 3 turns.  All attacks made on the afflicted are critical hits.  Awakens upon physical attack. Progresses to Deep Sleep. Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.  Movement is halved. Stasis - Afflicted is unable to move or act for a short period of time, usually just 1-2 turns. Stop - All Player Phases are skipped for the afflicted character for 5 turns. Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns. Weak - Max HP of the afflicted is reduced by 15% for 3 turns. Weapon Break – Afflicted loses all bonuses/effects linked to their armor for 3 turns. Weapon-based skills become unsuable while afflicted. Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns. Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.[/hider] There may be some that I'm forgetting, but they will be added if they come up in battle.  Also, the durations are only standards and may vary depending on which technique is used to inflict them. I will make sure to move these over to the character profile thread in the roleplay once we start for easy access.