Planets:
Attack Renamer(Anyone may purchase this, at __.)
Cost:150 for Naturally-learned move that already has an element, 100 for one without, 100 for purchased move with an element, 50 for one without. 250 for Signature.
You may rename a technique of yours to fit a new element, but must keep some semblance of the previous move if it is a naturally learned one (Flaming Rapid Chop could become Icy Multi Slice, etc.). Elements play no direct role in gameplay, yet. Elements are Electric, Fire, Ground, Ice, Judgement, Natural, and Water)
Attack Name/Element Restrictions:
Electric: Only aura-colours that this may be is Yellow/Black/No Aura. Cannot rename sig to it.
Fire: Only aura-colours that this may be is Red/Yellow/Orange/No Aura.
Ground: Must be Blunt/Short Range weapon, or Physical KI move. Non-sig.
Ice: Only aura-colours that this may be is Blue/White.
Judgement: Only aura-colours that this may be is Black/White/No Aura. Non-sig.
Natural: Damaging techniques of this, save for sigs, must be under xd40 damage.
Water: Must be Long Range weapon, or non-physical KI move.
Lightning Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Lightning Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 1d5+2 turns. All Electric-element attacks deal 1.25x extra damage, and gain a 1d5 extra roll(not for damage), after every attack. On 5, opponent is paralyzed for 1d3 turns, and cannot physically move or control KI blasts(They may still charge/heal). Yellow-aura non-electric-element attacks just gain 1.25x to end damage.
Swordsmen:
Lightning Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 1d5+2 turns. All Electric-element attacks deal 1.25x extra damage, and gain a 1d5 extra roll(not for damage), after every attack. On 5, opponent is paralyzed for 1d3 turns, and cannot physically move or control KI blasts(They may still charge/heal). Yellow-aura non-electric-element attacks just gain 1.25x to end damage.
Weapon Masters:
Lightning Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 1d5+2 turns. All Electric-element attacks deal 1.25x extra damage, and gain a 1d5 extra roll(not for damage), after every attack. On 5, opponent is paralyzed for 1d3 turns, and cannot physically move or control KI blasts(They may still charge/heal). Yellow-aura non-electric-element attacks just gain 1.25x to end damage.
Short-Out Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:800 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Short-Out Field: Uses a turn, and 80 KI. This replaces any present Field effects. This lasts for 5 turns. All Electric-element attacks proceed as normal, but if any Androids are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Android), as well as your regular opponent.
Swordsmen:
Short-Out Field: Uses a turn, and 40 HP. This replaces any present Field effects. This lasts for 5 turns. All Electric-element attacks proceed as normal, but if any Androids are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Android), as well as your regular opponent.
Weapon Masters:
Short-Out Field: Uses a turn, and 40 HP. This replaces any present Field effects. This lasts for 5 turns. All Electric-element attacks proceed as normal, but if any Androids are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Android), as well as your regular opponent.
Sparking Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:500 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Sparking Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks and green-aura attacks deal 0.25x end damage.
Swordsmen:
Sparking Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks and green-aura attacks deal 0.25x end damage.
Weapon Masters:
Sparking Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks and green-aura attacks deal 0.25x end damage.
Brimstone Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Brimstone Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 5 turns. All Fire-element attacks gain +15 to their damage rolls (or dice rolls if x>y in xdy). Red-aura, but non-Fire-element attacks gain +6, instead. Brimstone Fire's base damage becomes 15d5 while this is up.
Swordsmen:
Brimstone Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All Fire-element attacks gain +10 to their damage rolls (or dice rolls if x>y in xdy). Red-aura, but non-Fire-element attacks gain +4, instead.
Weapon Masters:
Brimstone Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All Fire-element attacks gain +10 to their damage rolls (or dice rolls if x>y in xdy). Red-aura, but non-Fire-element attacks gain +4, instead.
Charcoal Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:500 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Charcoal Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 5 turns. All Fire-element and Red-aura effects now gain +/- 1 (Stated when the field is put up) to their effect/bonus rolls. (Ex. Akumaitokosen, renamed to Firey-Death rolls a 9. If the field is +1, the 9 still kills.) This works in conjunction with other effect-roll altering techniques.
Swordsmen:
Charcoal Field: Uses a turn, and 30 HP. This replaces any present Field effects. This lasts for 5 turns. All Fire-element and Red-aura effects now gain +/- 1 (Stated when the field is put up) to their effect/bonus rolls. (Ex. Akumaitokosen, renamed to Firey-Death rolls a 9. If the field is +1, the 9 still kills.) This works in conjunction with other effect-roll altering techniques.
Weapon Masters:
Charcoal Field: Uses a turn, and 30 HP. This replaces any present Field effects. This lasts for 5 turns. All Fire-element and Red-aura effects now gain +/- 1 (Stated when the field is put up) to their effect/bonus rolls. (Ex. Akumaitokosen, renamed to Firey-Death rolls a 9. If the field is +1, the 9 still kills.) This works in conjunction with other effect-roll altering techniques.
Firey Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Firey Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 5 turns. All Fire-element attacks have their final damages (Very, very end) multiplied by 1.5x. Red-aura, non-fire-element attacks have a 1.25 multiplier. Red-aura, fire-element attacks have a 1.9x multiplier.
Swordsmen:
Firey Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All Fire-element attacks have their final damages (Very, very end) multiplied by 1.3x. Red-aura, non-fire-element attacks have a 1.15 multiplier. Red-aura, fire-element attacks have a 1.6x multiplier.
Weapon Masters:
Firey Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All Fire-element attacks have their final damages (Very, very end) multiplied by 1.3x. Red-aura, non-fire-element attacks have a 1.15 multiplier. Red-aura, fire-element attacks have a 1.6x multiplier.
Fertile-Soil Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Fertile-Soil Field: Uses a turn, and 80 KI. This replaces any present Field effects, save for Nature's Calling. This lasts for 1d10 turns. All Ground-element and Natural-element attacks deal 1.5x normal damage. In addition, the effects of Nature's-Calling Field are doubled.
Swordsmen:
Fertile-Soil Field: Uses a turn, and 50 HP. This replaces any present Field effects, save for Nature's Calling. This lasts for 1d10 turns. All Ground-element and Natural-element attacks deal 1.5x normal damage. In addition, the effects of Nature's-Calling Field are doubled.
Weapon Masters:
Fertile-Soil Field: Uses a turn, and 50 HP. This replaces any present Field effects, save for Nature's Calling. This lasts for 1d10 turns. All Ground-element and Natural-element attacks deal 1.5x normal damage. In addition, the effects of Nature's-Calling Field are doubled.
Muddy Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:650 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Muddy Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 5 turns. All non-Warriors lose -10 Speed.
Swordsmen:
Muddy Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All non-Swordsman who attack deal -5 to end damage.
Weapon Masters:
Muddy Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All non-Weapon Masters lose -5 to skill.
Rockslide Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Rockslide Field: Uses a turn, and 65 KI. This replaces any present Field effects. This lasts for 1d3 turns. All Ground-element attacks deal 3x normal damage.
Swordsmen:
Rockslide Field: Uses a turn, and 35 HP. This replaces any present Field effects. This lasts for 1d3 turns. All Ground-element attacks deal 3x normal damage.
Weapon Masters:
Rockslide Field: Uses a turn, and 35 HP. This replaces any present Field effects. This lasts for 1d3 turns. All Ground-element attacks deal 3x normal damage.
Chilly Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:600 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Chilly Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 5 turns. All Ice-element attacks deal 1.25x normal damage. All Ice-element attacks gain a 1d5 bonus roll(not for damage), 1= Opponent is frostbitten, and takes 1d20 damage after every attack they make for 1d4 turns. Frostbite is not an official status affliction, but can be cured by Affliction Be-Gone.
Swordsmen:
Chilly Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All Ice-element attacks deal 1.25x normal damage. All Ice-element attacks gain a 1d5 bonus roll(not for damage), 1= Opponent is frostbitten, and takes 1d20 damage after every attack they make for 1d4 turns. Frostbite is not an official status affliction, but can be cured by Affliction Be-Gone.
Weapon Masters:
Chilly Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 5 turns. All Ice-element attacks deal 1.25x normal damage. All Ice-element attacks gain a 1d5 bonus roll(not for damage), 1= Opponent is frostbitten, and takes 1d20 damage after every attack they make for 1d4 turns. Frostbite is not an official status affliction, but can be cured by Affliction Be-Gone.
Frigid Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:800 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Frigid Field: Uses a turn, and 80 KI. This replaces any present Field effects. This lasts for 5 turns. All Ice-element attacks proceed as normal, but if any Nameks are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Namek), as well as your regular opponent.
Swordsmen:
Frigid Field: Uses a turn, and 40 HP. This replaces any present Field effects. This lasts for 5 turns. All Ice-element attacks proceed as normal, but if any Nameks are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Namek), as well as your regular opponent.
Weapon Masters:
Frigid Field: Uses a turn, and 40 HP. This replaces any present Field effects. This lasts for 5 turns. All Ice-element attacks proceed as normal, but if any Nameks are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Namek), as well as your regular opponent.
Frozen Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Frozen Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 3 turns. All Fire-element and Natural-element attacks deal 0x normal damage, and Ground-element and Water-element attacks deal 0.5x normal damage.
Swordsmen:
Frozen Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 3 turns. All Fire-element and Natural-element attacks deal 0x normal damage, and Ground-element and Water-element attacks deal 0.5x normal damage.
Weapon Masters:
Frozen Field: Uses a turn, and 25 HP. This replaces any present Field effects. This lasts for 3 turns. All Fire-element and Natural-element attacks deal 0x normal damage, and Ground-element and Water-element attacks deal 0.5x normal damage.
Apocalypse Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:1000 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Apocalypse Field: Uses a turn, and 150 KI. This replaces any present Field effects. No other field may be present while this is up. This lasts for 2 turns. All Judgement-element attacks deal 0x normal damage. If any(one or two, same results) Judgement-element attack is used during this time, by the time the field ends, roll 1d10. On 8-10, roll 1d100. Multiply the roll by 5, and deal this much damage to the opponent who the Judgement-element attack was aimed at. That opponent must be of opposite alignment to the attacker. This field may be used once per battle.
Swordsmen:
Apocalypse Field: Uses a turn, and 100 HP. This replaces any present Field effects. No other field may be present while this is up. This lasts for 2 turns. All Judgement-element attacks deal 0x normal damage. If any(one or two, same results) Judgement-element attack is used during this time, by the time the field ends, roll 1d10. On 8-10, roll 1d100. Multiply the roll by 5, and deal this much damage to the opponent who the Judgement-element attack was aimed at. That opponent must be of opposite alignment to the attacker. This field may be used once per battle.
Weapon Masters:
Apocalypse Field: Uses a turn, and 100 HP. This replaces any present Field effects. No other field may be present while this is up. This lasts for 2 turns. All Judgement-element attacks deal 0x normal damage. If any(one or two, same results) Judgement-element attack is used during this time, by the time the field ends, roll 1d10. On 8-10, roll 1d100. Multiply the roll by 5, and deal this much damage to the opponent who the Judgement-element attack was aimed at. That opponent must be of opposite alignment to the attacker. This field may be used once per battle.
Faithless Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Faithless Field: Uses a turn, and 80 KI. This replaces any present Field effects. This lasts for 4 turns. All Judgement-element attacks deal 2x normal damage, and all attacks made against opponents of Neutral alignment deal 1.5x normal damage, as well.
All attacks made against opponents of the same alignment deal 0.5x normal damage.
Swordsmen:
Faithless Field: Uses a turn, and 45 HP. This replaces any present Field effects. This lasts for 4 turns. All Judgement-element attacks deal 2x normal damage, and all attacks made against opponents of Neutral alignment deal 1.5x normal damage, as well. All attacks made against opponents of the same alignment deal 0.5x normal damage.
Weapon Masters:
Faithless Field: Uses a turn, and 45 HP. This replaces any present Field effects. This lasts for 4 turns. All Judgement-element attacks deal 2x normal damage, and all attacks made against opponents of Neutral alignment deal 1.5x normal damage, as well. All attacks made against opponents of the same alignment deal 0.5x normal damage.
Reckoning Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Reckoning Field: Uses a turn, and 80 KI. This replaces any present Field effects. This lasts for 4 turns. All Judgement-element attacks deal 2x normal damage, and all attacks made against opponents of opposite alignment deal 1.5x normal damage, as well.
All attacks made against opponents of the same alignment deal 0.5x normal damage.
Swordsmen:
Reckoning Field: Uses a turn, and 45 HP. This replaces any present Field effects. This lasts for 4 turns. All Judgement-element attacks deal 2x normal damage, and all attacks made against opponents of opposite alignment deal 1.5x normal damage, as well. All attacks made against opponents of the same alignment deal 0.5x normal damage.
Weapon Masters:
Reckoning Field: Uses a turn, and 45 HP. This replaces any present Field effects. This lasts for 4 turns. All Judgement-element attacks deal 2x normal damage, and all attacks made against opponents of opposite alignment deal 1.5x normal damage, as well. All attacks made against opponents of the same alignment deal 0.5x normal damage.
Forestry Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:1000 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Foresty Field: Uses a turn, and 60 KI. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks proceed as normal, but if any Tsu-Furins are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Tsu-Furin), as well as your regular opponent.
Swordsmen:
Forestry Field: Uses a turn, and 35 HP. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks proceed as normal, but if any Tsu-Furins are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Tsu-Furin), as well as your regular opponent.
Weapon Masters:
Forestry Field: Uses a turn, and 35 HP. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks proceed as normal, but if any Tsu-Furins are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Tsu-Furin), as well as your regular opponent.
Nature's-Calling Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:1000 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Nature's-Calling Field: Uses a turn, and 60 KI. This lasts for 1d6 turns. After every attack taken, the damaged-party gains back 25% of the damage they just took. In addition, any damage done by Natural-element attacks restores the dealer 25% of the damage done.
Swordsmen:
Nature's-Calling Field: Uses a turn, and 30 HP. This lasts for 1d6 turns. After every attack taken, the damaged-party gains back 25% of the damage they just took. In addition, any damage done by Natural-element attacks restores the dealer 25% of the damage done.
Weapon Masters:
Nature's-Calling Field: Uses a turn, and 30 HP. This lasts for 1d6 turns. After every attack taken, the damaged-party gains back 25% of the damage they just took. In addition, any damage done by Natural-element attacks restores the dealer 25% of the damage done.
Sporoform Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:750 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Sporoform Field: Uses a turn, and 50 KI. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks deal 1.5x normal damage, and gain a 1d5 bonus(not for damage) roll. On 5, the opponent is affected by spores for 1d5 turns, in which they roll 1d4 before every attack (after costs have been paid). 1= Their attack fails. 2= Their attack hits themself. 3= The attack does no damage, but heals the target, instead. 4= They attack as normal. No-one may have more than one spore on them at a time.
Swordsmen:
Sporoform Field: Uses a turn, and 30 HP. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks deal 1.5x normal damage, and gain a 1d5 bonus(not for damage) roll. On 5, the opponent is affected by spores for 1d5 turns, in which they roll 1d4 before every attack (after costs have been paid). 1= Their attack fails. 2= Their attack hits themself. 3= The attack does no damage, but heals the target, instead. 4= They attack as normal. No-one may have more than one spore on them at a time.
Weapon Masters:
Sporoform Field: Uses a turn, and 30 HP. This replaces any present Field effects. This lasts for 5 turns. All Natural-element attacks deal 1.5x normal damage, and gain a 1d5 bonus(not for damage) roll. On 5, the opponent is affected by spores for 1d5 turns, in which they roll 1d4 before every attack (after costs have been paid). 1= Their attack fails. 2= Their attack hits themself. 3= The attack does no damage, but heals the target, instead. 4= They attack as normal. No-one may have more than one spore on them at a time.
Aqua Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:800 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Aqua Field: Uses a turn, and 80 KI. This replaces any present Field effects. This lasts for 5 turns. All Water-element attacks proceed as normal, but if any Demons are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Demons), as well as your regular opponent.
Swordsmen:
Aqua Field: Uses a turn, and 40 HP. This replaces any present Field effects. This lasts for 5 turns. All Water-element attacks proceed as normal, but if any Demon are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Demon), as well as your regular opponent.
Weapon Masters:
Aqua Field: Uses a turn, and 40 HP. This replaces any present Field effects. This lasts for 5 turns. All Water-element attacks proceed as normal, but if any Demons are present, even yourself, roll damage for them (No extra costs; just roll another set of damage for every new Demon), as well as your regular opponent.
Conductive Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:1000 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Conductive Field: Uses a turn, and 60 KI. This replaces any present Field effects. This lasts for 5 turns. All Water-element attacks deal 1.25x normal damage, and all Electric-element attacks deal 1.5 damage, and effect everyone present, including the user.
Swordsmen:
Conductive Field: Uses a turn, and 35 HP. This replaces any present Field effects. This lasts for 5 turns. All Water-element attacks deal 1.25x normal damage, and all Electric-element attacks deal 1.5 damage, and effect everyone present, including the user.
Weapon Masters:
Conductive Field: Uses a turn, and 35 HP. This replaces any present Field effects. This lasts for 5 turns. All Water-element attacks deal 1.25x normal damage, and all Electric-element attacks deal 1.5 damage, and effect everyone present, including the user.
Heavy-Water Field(ANYONE may purchase this, anywhere. No person may have more than 3 different fields, though.)
Cost:1000 credits
General rewards:
0 PL gain
0 HP gain
0 KI gain
0 Skill Points gain
0 Speed Points gain
Warriors:
Heavy-Water Field: Uses a turn, and 80 KI. This does not need to replace any present Field effects, but may if the user wishes. This lasts for 1d5 turns. All Close-range attacks/weapons deal 2x normal damage, and all Long-range attacks/weapons deal 0.5x normal damage. Physical KI attacks are considered to be Close-range, while non-Physical ones are considered to be Long-range. Signature attacks/weapons are rolled for when this is used, 1d2, 1= It is counted as short range, 2= It is counted as long range. The signature range-effects end when this field ends.
Swordsmen:
Heavy-Water Field: Uses a turn, and 45 HP. This does not need to replace any present Field effects, but may if the user wishes. This lasts for 1d5 turns. All Close-range attacks/weapons deal 2x normal damage, and all Long-range attacks/weapons deal 0.5x normal damage. Physical KI attacks are considered to be Close-range, while non-Physical ones are considered to be Long-range. Signature attacks/weapons are rolled for when this is used, 1d2, 1= It is counted as short range, 2= It is counted as long range. The signature range-effects end when this field ends.
Weapon Masters:
Heavy-Water Field: Uses a turn, and 45 HP. This does not need to replace any present Field effects, but may if the user wishes. This lasts for 1d5 turns. All Close-range attacks/weapons deal 2x normal damage, and all Long-range attacks/weapons deal 0.5x normal damage. Physical KI attacks are considered to be Close-range, while non-Physical ones are considered to be Long-range. Signature attacks/weapons are rolled for when this is used, 1d2, 1= It is counted as short range, 2= It is counted as long range. The signature range-effects end when this field ends.