Effects and Resistances

Effects are a character’s way of interacting with their enemies outside of, “I deal damage.”  This section will define the keywords that Player’s characters will use throughout the system. 

There are a few things to understand about Effects and resistances in a C22 system that differ from other systems:

  • Skill Checks are made against a defender’s target number to determine if the effect is successfully applied.

  • Your character’s Resist Mental and Resist Physical values act like an Avoidance for these Effects.

  • Some effects have different tiers of effectiveness, with Tier 1 being the weakest and Tier 3 being the strongest.

  • Individual resistances do not reduce an Effect’s chance to apply, but instead reduce the strength of the Effect when applied by reducing it by a tier.

Duration

All effects last one round unless otherwise stated. This means they last until the end of the creature’s turn who is effected by the status. If a status’s duration is one turn, the effect is reduced by one tier. The only effects that do not follow this rule are Blessed and Cursed as they have their own rules, lasting until the card added to the deck is used.

Resist Skills

All characters have a passive resistance to effects.  This resistance is divided into Resist Physical and Resist Mental Skills. These two Resist Skills track the character’s chance of being affected by a status as well as their resistance to individual status effects. 

The box in the upper left of the Skill shows the character’s general resistance.  If the Accuracy or Influence of an effect is greater than the listed number, the effect is applied to the character otherwise the effect is ignored. 

For example, if the number value on the maneuver applying the effect is higher than the target’s resistance value, the effect is applied.  For a magic spell, the Influence value must beat the target’s resistance value to apply the effect.

This resistance starts at a 4 and can be increased by spending points in any of the Specific Resist Skills.  The character gains a point in the Skill Tree in the same manner as spending points in a Specific Skill. The +1’s in the Skill Tree grant an additional point to the character’s passive Resist Skill. Both Resist Mental and Resist Physical have separate Skills and as a result, separate passive resist values.

For the Specific Skills themselves, each point spent reduces the effectiveness of the effect when it is applied.  This means that first the duration of an effect is reduced by 2 turns for each point spent in a Specific Skill. If the duration is already 2 turns or fewer, the tier of the effect is reduced. If a tier 1 effect is reduced, the effect is ignored instead.

Resist Physical Skill

A character’s Resist Physical Skill tracks their likelihood of being affected by a physical status as well as their resistance to the individual physical status effects.  A character with a high Resist Physical would be able to remain standing after a punch that would leave a lesser creature sprawled out on the floor.

The box in the upper left of the Skill tracks the character’s general Physical Resist. It starts at a 4 and can be increased by spending points in any of the specific resists.  This benefit is indicated by the +X numbers in the Skill Tree.  After one point is spent, characters gain +1 to their overall resistance.  After 3 points are spent, and one of those points is on the left Skill Tree, the character gains +2 general resistance increasing their general Physical Resist to 6.

Resist Mental Skill

A character’s Resist Mental Skill tracks their likelihood of being affected by a mental status as well as their resistance to the individual mental status effects.  A character with high Resist Mental would be able to steel themselves against the most terrifying of situations

The layout for the Resist Mental is the same as the Resist Physical Skill.  It is shown in Default Skills.