Traits

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Revision as of 11:35, 1 November 2023 by Clash Admin (talk | contribs) (Created page with "All actions have one or more traits. A trait is a keyword that conveys information about how an action interacts with other rules elements or traits. <h3>Ability</h3> Gain the effects of one additional ability for the current combo. You do not need to have unlocked this ability. <h3>Block X</h3> Reduce incoming damage by X <h3>Combo</h3> Can only be used after an opener in the current combo. <h3>Cost X</h3> lose X stamina <h3>Damage X</h3> Deal X damage to the opponent...")
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All actions have one or more traits. A trait is a keyword that conveys information about how an action interacts with other rules elements or traits.

Ability

Gain the effects of one additional ability for the current combo. You do not need to have unlocked this ability.

Block X

Reduce incoming damage by X

Combo

Can only be used after an opener in the current combo.

Cost X

lose X stamina

Damage X

Deal X damage to the opponent’s health.

Defence

Can only be used by the combatant on the defensive, or by either combatant in the Initial clash

Discombobulate X

Your opponent's next action costs X more stamina.

Ditto

In addition to the action’s listed traits, it gains all the traits of another action that you can use, as if you had used that action. That action can be chosen after actions are revealed.

Dodge

If the cost of your action is more than the cost of your opponents, the move has no effect.

Fall Back X

Lose X momentum

Finisher

As the ‘combo’ trait, but in addition the combo must end after this action.

Guard Break

Ignore the ‘Block X’ trait of your opponent’s action

Halting X

Reduce your opponent's momentum gain from their action by X.

Heal X

Recover X damage to your health.

Momentum X

Gain X momentum

Offence

Can only be used by the combatant on the offensive, or by either combatant in the Initial Clash.

Opener

Only actions with this trait can be used to start a combo.

Opportunity X

Increase your next actions momentum by X, and reduce its stamina cost by X.

Parry

Spend any number of your remaining stamina (minimum 0), if this is greater than the base stamina cost of your opponent’s attack, they must restart their combo (ie choose a starter action), but momentum is not checked.

Recover X

Gain X stamina

Reversal X

If X is an equal or higher number than the amount of stamina your opponent's action used, you take the offensive, even if you do not have the momentum advantage.

Rush

If you use this action again immediately after using it, the action gains Momentum 1 and Damage 1 (this stacks with other instances of momentum X and damage X)

Tiring X

Cause the opponent to lose X Stamina.