Post by Crimson on Dec 6, 2020 21:16:22 GMT -4
Damage
F - Can break wood
E - can break thin concrete
D - can break soft metal
C - can break hard metal
B - can break thick walls
A - can break through tank armor
S - can break through a bunker door
SS - can break through futuristic material
Movement Speed
Speed represents a character's ability to move distances or perform complex actions quickly--but not necessarily gracefully. Flavors: Rocket Boost, The Flash
F- Fitness Instructor (30km/hr)
E- Olympic Sprinter (45 km/hr)
D- Antelope (60 km/hr)
C- Leopard (90 km/hr)
B- Compact Car (120 km/hr)
A- Race Cars (180 km/hr)
S- BB-Bullet Speed (225 km/hr)
SS - Speedster (300km/hr)
Martial Arts
A combat style represents your character's training and experience using their body or a weapon in a fight. You are allowed to do unarmed combat with your swordsman or grab a staff with your boxer, but you are expected to function at a disadvantage outside of your martial art's field of expertise: i.e, a boxer is expected to perform slightly worse than a swordsman of the same rank in a fencing match, and the other way around in a boxing match. It is however expected that a swordsman would always have their weapon on themselves, and disarming an opponent is treated like maiming from an OOC point of view: you must get the other's person approval before doing so. This is meant to ensure that weapons user are not disadvantaged against bare-handed martial artists who don't have to worry about being disarmed.
F- Hobbyist
E- Professional (Blackbelt)
D- Regional Tournament Star
C- National Talent
B- National Star
A- International Star
S- Historic Legend (Bruce Lee)
SS - Impossible Talent
Range
Range represents the maximum distance a Quirk or Weapon can be accurate against an opponent. It can be a benefit of a quirk, or an enhancement to a piece of gear or just through practice. Combat styles that focus on ranged combat function as range abilities.
F - Small Room (7m)
E - Backyard Pool (12m)
D - School Bus (18m)
C - Short Course Olympic Pool (30m)
B - Half a Soccer Field (50m)
A - Short Course (80m)
S - >Full Sprint Course (110m)
SS - Further than the eye can see (150m)
Stamina
F - 3 posts of max power before tiring. Exhaustion at 3 posts
E - 3-4 posts of max power before tiring. Exhaustion at 4 posts
D - 4-5 posts of max power before tiring. Exhaustion at 5 posts.
C - 5-6 posts of max power before tiring. Exhaustion at 6 posts.
B - 6-7 posts of max power before tiring. Exhaustion at 7 posts.
A - 7-8 posts of max power before tiring. Exhaustion at 8 posts
S - 8-9 posts of max power before tiring. Exhaustion at 9 posts
SS - 9-10 posts of max power before tiring. Exhaustion at 10 posts
Strength
Strength represents your character's brute force, lifting ability and destructive power (interchangeable with Damage).
F - A reindeer (250kg)
E - A cow (600kg)
D - A Rhino (1500kg)
C - A Hippo (3200kg)
B - An Elephant (6000kg)
A - Four Giraffes (9600kg)
S - Two T-Rexes (14000kg)
SS - Two Cruise Ship Anchors (22000kg)
Healing
Healing represents superhuman, focused regenerative ability that can be used on yourself or others. Flavors: Healing Saliva, Life Touch
F - Heals minor wounds (shallow cuts and bruises) over 2 turns.
E - Heals moderate wounds over 2 turns.
D - Heals deep wounds over 2 turns.
C - Heals severe wounds over 2 turns. Can heal broken bones.
B - Heals critical wounds over 2 turns. Can heal broken bones.
A - Heals life-threatening wounds over 2 turns. Can reattach limbs.
S - Heals near-fatal injuries over 2 turns. Can regrow lost limbs over time.
SS - Heals near-fatal injuries over 2 turns. Can regrow lost limbs over two turns.
Regeneration
Regeneration represents the ability of your character to recover from or fight past injuries over time. Flavors: Wolverine Healing, Slime Body, Injected Medicine, Fighting Spirit, etc.
F - Heals minor wounds over 4 turns.
E - Heals moderate wounds over 4 turns.
D - Heals deep wounds over 4 turns.
C - Heals severe wounds over 4 turns. Can heal broken bones.
B - Heals critical wounds over 4 turns.
A - Heals life-threatening wounds over 4 turns. Can reattach limbs.
S - Heals near-fatal injuries over 4 turns. Can regrow lost limbs over time.
SS - Heals near-fatal injuries over 2 turns. Can regrow lost limbs over four turns.
Wealth/Influence
Wealth or Influence represents the resources your character can call upon when required, from owning a second house, to having a network of contacts across the city.
Any Talent
Things like playing the piano to cooking, etc.
Disguise / Cosplay
Disguise represents a character's ability to impersonate a different person, or hide their own identity from close scrutiny. It includes vocal modification, costuming, and make-up.
F - Your Disguise Holds Up To: A casual brush in a crowd
E - Your Disguise Holds Up To: A quick greeting in the hallway
D - Your Disguise Holds Up To: Water-cooler conversation
C - Your Disguise Holds Up To: Catching up with a casual friend.
B - Your Disguise Holds Up To: A lengthy chat with a close friend.
A - Your Disguise Holds Up To: Their partner in bed.
S - Your Disguise Holds Up To: Christmas with their mother.
SS - Your Disguise Holds Up To: Santa
Medicine / Medical Knowledge
Medicine represents non-superhuman medical knowledge and training, including the ability to administer first-aid, perform surgery, and create poisons, drugs, and cures.
F - Starter: You know how to apply first aid properly.
E - Decent Beginner: You can compare yourself with a medical school student
D - Graduate: At this point you are a Nurse or a newly graduated Doctor.
C - Experienced: You have gained experienced and can be considered a full professional doctor or even experienced surgeon.
B - Highly talented: Specialized in the medical field, and considered one of the renown doctors in the world. At this stage you are
considered one of the top 10 doctors in the nation.
A - Historical: These doctors or specialists could be seen as the current historical greatest doctors.
S - The Best: These specialists are considered beyond regular human capacity, you could see them as Einstein of the medical world.
They are not even considered as specific specialist, they have knowledge of all and can do all.
Mobility
Mobility represents your character's dexterity, grace, and ability to navigate a 3D environment. This includes how well you are able to dodge. Flavors include: Flight, Web-Swinging, Wall running, Parkour, Rocket Jumps, etc.
Engineering
Engineering represents a character's ability to create and repair mechanical constructs, including weapons, armor, gadgets, and robots.
Vocal Talents
How well you can manipulate your voice, most commonly relating to singing. Includes Ventriloquism.
Acting Talents
The art or occupation of performing in plays, movies, or television productions.
Hacking
Hacking represents the ability to gain control of or read information from digital devices, such as cameras, cellphones, and computers.
Cooking and Baking
The practice or skill of preparing food by combining, mixing, and heating ingredients.
Lockpicking
How good you are into getting where you shouldn't be.
Enhanced Senses
Enhanced senses cover any ability to process information at a greater range, or different level than the human norm. Flavors: X-Ray vision, Super Smell, Echolocation.
Tailoring, Sewing, Knitting
The art of cutting and styling fabrics and materials.
Support Items
Support Items provide justification to expand your character's skills past the limits of their body or training--each support item must be purchased as a separate ability, and usually serve as a flavor of a separate ability. Eg. Night Vision Goggles, Rocket Boots.
Fishing
The activity of catching fish, either for food or as a sport.
Outdoorsmanship
Outdoorsmanship represents the ability to survive outside of civilization at extended periods of time. It includes the ability to find fresh water and food if available, construct simple traps, and avoid getting lost.
Filmmaking/Directing
The direction or production of movies for the theater or television.
Tracking/Investigation
How well can you pick up hints and clues left behind and how well you can follow them.
Music and Art
The ability to play instruments to create beautiful music, or to draw, paint, etc. to create beautiful masterpieces.
Gardening
The activity of tending and cultivating a garden.
Durability
Represents the ability of a character to take physical damage without sustaining debilitating injury. Flavors: Ceramic-Steel Armor, Dragon Scales, Iron Body.
Writing, Publishing
The activity or occupation of composing text for publication.
Stealth
Stealth represents the ability to avoid detection by others. It includes hiding, disguising tracks, and moving quietly.
Psychology
The scientific study of the human mind and its functions, especially those affecting behavior in a given context. Cannot be used on PCs (without consent)/to metagame information.
Juggling
Continuously toss into the air and catch (a number of objects) so as to keep at least one in the air while handling the others, typically for the entertainment of others.
Drive/Ride
Drive or Ride represents a character's ability to perform complex maneuvers in a vehicle or rarely, on a mutant beast. If a vehicle is special enough to become a significant factor in combat, it may require a separate ability that functions as a Flavor of speed.
Massaging
Rub and knead (a person or part of the body) with the hands.
Sports
The technical aspects of a sport like basketball, baseball, football... Things like dribbling, shooting, passing and other technical moves
Disorient
F - Decreases targets Range by 1 rank for 3 turns.
E - Decreases targets Range by 2 ranks for 3 turns.
D - Decreases targets Range by 3 ranks for 3 turns.
C - Decreases targets Range by 4 ranks for 3 turns.
B - Decreases targets Range by 5 ranks for 3 turns.
A - Decreases targets Range by 6 ranks for 3 turns.
S - Decreases targets Range by 7 ranks for 3 turns.
SS - Decreases targets Range by 8 ranks for 3 turns.
Weakness
F - Decreases target's Strength and/or Damage by 1 rank for 3 turns.
E - Decreases target's Strength and/or Damage by 2 ranks for 3 turns.
D - Decreases target's Strength and/or Damage by 3 ranks for 3 turns.
C - Decreases target's Strength and/or Damage by 4 ranks for 3 turns.
B - Decreases target's Strength and/or Damage by 5 ranks for 3 turns.
A - Decreases target's Strength and/or Damage by 6 ranks for 3 turns.
S - Decreases target's Strength and/or Damage by 7 ranks for 3 turns.
SS - Decreases target's Strength and/or Damage by 8 ranks for 3 turns.
Cripple
F - Decreases target's Mobility by 1 rank for 3 turns
E - Decreases target's Mobility by 2 ranks for 3 turns
D - Decreases target's Mobility by 3 ranks for 3 turns
C - Decreases target's Mobility by 4 ranks for 3 turns
B - Decreases target's Mobility by 5 ranks for 3 turns
A - Decreases target's Mobility by 6 ranks for 3 turns
S - Decreases target's Mobility by 7 ranks for 3 turns
SS - Decreases target's Mobility by 8 ranks for 3 turns
Exhaustion
F - Decreases target's Stamina by 1 rank for 3 turns.
E - Decreases target's Stamina by 2 ranks for 3 turns.
D - Decreases target's Stamina by 3 ranks for 3 turns.
C - Decreases target's Stamina by 4 ranks for 3 turns.
B - Decreases target's Stamina by 5 ranks for 3 turns.
A - Decreases target's Stamina by 6 ranks for 3 turns.
S - Decreases target's Stamina by 7 ranks for 3 turns.
SS - Decreases target's Stamina by 8 ranks for 3 turns.
Hinder
F - Decreases Target's Speed by 1 rank for 3 turns.
E - Decreases Target's Speed by 2 ranks for 3 turns.
D - Decreases Target's Speed by 3 ranks for 3 turns.
C - Decreases Target's Speed by 4 ranks for 3 turns.
B - Decreases Target's Speed by 5 ranks for 3 turns.
A - Decreases Target's Speed by 6 ranks for 3 turns.
S - Decreases Target's Speed by 7 ranks for 3 turns.
SS - Decreases Target's Speed by 8 ranks for 3 turns.
F - Can break wood
E - can break thin concrete
D - can break soft metal
C - can break hard metal
B - can break thick walls
A - can break through tank armor
S - can break through a bunker door
SS - can break through futuristic material
Movement Speed
Speed represents a character's ability to move distances or perform complex actions quickly--but not necessarily gracefully. Flavors: Rocket Boost, The Flash
F- Fitness Instructor (30km/hr)
E- Olympic Sprinter (45 km/hr)
D- Antelope (60 km/hr)
C- Leopard (90 km/hr)
B- Compact Car (120 km/hr)
A- Race Cars (180 km/hr)
S- BB-Bullet Speed (225 km/hr)
SS - Speedster (300km/hr)
Martial Arts
A combat style represents your character's training and experience using their body or a weapon in a fight. You are allowed to do unarmed combat with your swordsman or grab a staff with your boxer, but you are expected to function at a disadvantage outside of your martial art's field of expertise: i.e, a boxer is expected to perform slightly worse than a swordsman of the same rank in a fencing match, and the other way around in a boxing match. It is however expected that a swordsman would always have their weapon on themselves, and disarming an opponent is treated like maiming from an OOC point of view: you must get the other's person approval before doing so. This is meant to ensure that weapons user are not disadvantaged against bare-handed martial artists who don't have to worry about being disarmed.
F- Hobbyist
E- Professional (Blackbelt)
D- Regional Tournament Star
C- National Talent
B- National Star
A- International Star
S- Historic Legend (Bruce Lee)
SS - Impossible Talent
Range
Range represents the maximum distance a Quirk or Weapon can be accurate against an opponent. It can be a benefit of a quirk, or an enhancement to a piece of gear or just through practice. Combat styles that focus on ranged combat function as range abilities.
F - Small Room (7m)
E - Backyard Pool (12m)
D - School Bus (18m)
C - Short Course Olympic Pool (30m)
B - Half a Soccer Field (50m)
A - Short Course (80m)
S - >Full Sprint Course (110m)
SS - Further than the eye can see (150m)
Stamina
F - 3 posts of max power before tiring. Exhaustion at 3 posts
E - 3-4 posts of max power before tiring. Exhaustion at 4 posts
D - 4-5 posts of max power before tiring. Exhaustion at 5 posts.
C - 5-6 posts of max power before tiring. Exhaustion at 6 posts.
B - 6-7 posts of max power before tiring. Exhaustion at 7 posts.
A - 7-8 posts of max power before tiring. Exhaustion at 8 posts
S - 8-9 posts of max power before tiring. Exhaustion at 9 posts
SS - 9-10 posts of max power before tiring. Exhaustion at 10 posts
Strength
Strength represents your character's brute force, lifting ability and destructive power (interchangeable with Damage).
F - A reindeer (250kg)
E - A cow (600kg)
D - A Rhino (1500kg)
C - A Hippo (3200kg)
B - An Elephant (6000kg)
A - Four Giraffes (9600kg)
S - Two T-Rexes (14000kg)
SS - Two Cruise Ship Anchors (22000kg)
Healing
Healing represents superhuman, focused regenerative ability that can be used on yourself or others. Flavors: Healing Saliva, Life Touch
F - Heals minor wounds (shallow cuts and bruises) over 2 turns.
E - Heals moderate wounds over 2 turns.
D - Heals deep wounds over 2 turns.
C - Heals severe wounds over 2 turns. Can heal broken bones.
B - Heals critical wounds over 2 turns. Can heal broken bones.
A - Heals life-threatening wounds over 2 turns. Can reattach limbs.
S - Heals near-fatal injuries over 2 turns. Can regrow lost limbs over time.
SS - Heals near-fatal injuries over 2 turns. Can regrow lost limbs over two turns.
Regeneration
Regeneration represents the ability of your character to recover from or fight past injuries over time. Flavors: Wolverine Healing, Slime Body, Injected Medicine, Fighting Spirit, etc.
F - Heals minor wounds over 4 turns.
E - Heals moderate wounds over 4 turns.
D - Heals deep wounds over 4 turns.
C - Heals severe wounds over 4 turns. Can heal broken bones.
B - Heals critical wounds over 4 turns.
A - Heals life-threatening wounds over 4 turns. Can reattach limbs.
S - Heals near-fatal injuries over 4 turns. Can regrow lost limbs over time.
SS - Heals near-fatal injuries over 2 turns. Can regrow lost limbs over four turns.
Wealth/Influence
Wealth or Influence represents the resources your character can call upon when required, from owning a second house, to having a network of contacts across the city.
F - | Well-To-Do: Large house, several cars, with a new model every few years, and yearly vacations, perhaps a beach house. An on-call cleaner, maid, or cook. Kids probably get a pretty nice car as a birthday gift. |
E - | Wealthy: Several houses, a private boat, a prosperous family run local business. Frequent vacations to other countries. This year's model, every year. A single live-in-servant, maid, or cook. |
D - | High Roller: Owner of an established business with several locations, or perhaps a high-end, exclusive luxury business. A small fleet of cars, and personal staff. |
C - | Magnate: One of the city's elite, with a direct line to the mayor. Respected national business. Private mansions, butlers, and guards. An A List celebrity |
B - | Captain of Industry: One of the richest men in the country. A fleet of cars, drivers, and servants. Multiple houses in several countries. Personal helicopter(s) and private jets. |
A - | International Up-And-Comer: International businessman. Multiple citizenships, wealth rivals the GDP of some third-world nations. World-recognized. |
S - | Oligarch: Wealth rivaling some mid-level nations, with assets and status to match. |
SS - | Seto Kaiba: Cartoonish wealthy. Can finance any project they set their mind to. Bathes in solid gold coins. Might actually be unable to spend all their wealth within their lifetime2 |
Any Talent
Things like playing the piano to cooking, etc.
F - | Dedicated Hobbyist: You have an above-average knack for this skill, and are likely recognized in your local circle. You may be able to earn money off of this skill, depending on what it is. (ex. an EMT/newish nurse, a part-time bar singer, a line chef) |
E - | Professional: You are skilled enough to locally recognized, even outside of your skill's circle. You could have a full-time job in this skill, if you chose. This is the peak of many "average" people's professional career. (ex. A doctor/surgeon, the opener for a bigger musical act, a head chef at a upscale, but not 5-star restaurant) |
D - | Regional Star: You are widely accepted as the best in your town/block, and other professionals often defer to you for help. You have certainly had local news articles about your skill, and you may have also had limited national attention. (ex. an "elite" surgeon, a member of band that might have broken the top 100, a chef at a 5-star restaurant) |
C - | National Talent: You are talented enough to be nationally recognized. People from all over the country will often seek your help or advice. You have probably been asked to interview on the morning or evening news. You certainly have a wikipedia page. (ex. The department head of a nation's top hospital, a band that consistently breaks the charts (or a one-hit wonder), the head chef at a 5-star restaurant.) |
B - | National Star: Many consider you the best in your skill in the country. Most people on the street know of you by reputation or by name. You probably have been approached for several book deals, and could live off guest speaking slots at universities or your autobiography for a long time. (ex. groundbreaking experimental doctor, the "band of the nation," the founder of the nation's top restaurant. |
A - | International Talent: You're recognized globally, and may have founded a school to teach your skill. (Or at least have been asked.) You have dozens of imitators and rivals. Your presence is requested worldwide. When people dicuss "greats" in a field, your name comes up often. (ex. founder of a cooking style, the scientist who invents a vaccine against a deadly disease, a band with multiple world tours.) |
S - | International Star: You are certainly going to go down in textbooks. You are acknowledged as the greatest living member of your field, and your primary competition is other historical greats. SS - Legend: You are regarded by many as the greatest in your field that has ever lived--and you may be the greatest that ever will. |
Disguise / Cosplay
Disguise represents a character's ability to impersonate a different person, or hide their own identity from close scrutiny. It includes vocal modification, costuming, and make-up.
F - Your Disguise Holds Up To: A casual brush in a crowd
E - Your Disguise Holds Up To: A quick greeting in the hallway
D - Your Disguise Holds Up To: Water-cooler conversation
C - Your Disguise Holds Up To: Catching up with a casual friend.
B - Your Disguise Holds Up To: A lengthy chat with a close friend.
A - Your Disguise Holds Up To: Their partner in bed.
S - Your Disguise Holds Up To: Christmas with their mother.
SS - Your Disguise Holds Up To: Santa
Medicine / Medical Knowledge
Medicine represents non-superhuman medical knowledge and training, including the ability to administer first-aid, perform surgery, and create poisons, drugs, and cures.
F - Starter: You know how to apply first aid properly.
E - Decent Beginner: You can compare yourself with a medical school student
D - Graduate: At this point you are a Nurse or a newly graduated Doctor.
C - Experienced: You have gained experienced and can be considered a full professional doctor or even experienced surgeon.
B - Highly talented: Specialized in the medical field, and considered one of the renown doctors in the world. At this stage you are
considered one of the top 10 doctors in the nation.
A - Historical: These doctors or specialists could be seen as the current historical greatest doctors.
S - The Best: These specialists are considered beyond regular human capacity, you could see them as Einstein of the medical world.
They are not even considered as specific specialist, they have knowledge of all and can do all.
Mobility
Mobility represents your character's dexterity, grace, and ability to navigate a 3D environment. This includes how well you are able to dodge. Flavors include: Flight, Web-Swinging, Wall running, Parkour, Rocket Jumps, etc.
Engineering
Engineering represents a character's ability to create and repair mechanical constructs, including weapons, armor, gadgets, and robots.
Vocal Talents
How well you can manipulate your voice, most commonly relating to singing. Includes Ventriloquism.
Acting Talents
The art or occupation of performing in plays, movies, or television productions.
Hacking
Hacking represents the ability to gain control of or read information from digital devices, such as cameras, cellphones, and computers.
Cooking and Baking
The practice or skill of preparing food by combining, mixing, and heating ingredients.
Lockpicking
How good you are into getting where you shouldn't be.
Enhanced Senses
Enhanced senses cover any ability to process information at a greater range, or different level than the human norm. Flavors: X-Ray vision, Super Smell, Echolocation.
Tailoring, Sewing, Knitting
The art of cutting and styling fabrics and materials.
Support Items
Support Items provide justification to expand your character's skills past the limits of their body or training--each support item must be purchased as a separate ability, and usually serve as a flavor of a separate ability. Eg. Night Vision Goggles, Rocket Boots.
Fishing
The activity of catching fish, either for food or as a sport.
Outdoorsmanship
Outdoorsmanship represents the ability to survive outside of civilization at extended periods of time. It includes the ability to find fresh water and food if available, construct simple traps, and avoid getting lost.
Filmmaking/Directing
The direction or production of movies for the theater or television.
Tracking/Investigation
How well can you pick up hints and clues left behind and how well you can follow them.
Music and Art
The ability to play instruments to create beautiful music, or to draw, paint, etc. to create beautiful masterpieces.
Gardening
The activity of tending and cultivating a garden.
Durability
Represents the ability of a character to take physical damage without sustaining debilitating injury. Flavors: Ceramic-Steel Armor, Dragon Scales, Iron Body.
Writing, Publishing
The activity or occupation of composing text for publication.
Stealth
Stealth represents the ability to avoid detection by others. It includes hiding, disguising tracks, and moving quietly.
Psychology
The scientific study of the human mind and its functions, especially those affecting behavior in a given context. Cannot be used on PCs (without consent)/to metagame information.
Juggling
Continuously toss into the air and catch (a number of objects) so as to keep at least one in the air while handling the others, typically for the entertainment of others.
Drive/Ride
Drive or Ride represents a character's ability to perform complex maneuvers in a vehicle or rarely, on a mutant beast. If a vehicle is special enough to become a significant factor in combat, it may require a separate ability that functions as a Flavor of speed.
Massaging
Rub and knead (a person or part of the body) with the hands.
Sports
The technical aspects of a sport like basketball, baseball, football... Things like dribbling, shooting, passing and other technical moves
Ailments / Afflictions
Ailments represent a wide spectrum of ""additional effects"" that can be added to offensive abilities. Each must be purchased separately.Disorient
F - Decreases targets Range by 1 rank for 3 turns.
E - Decreases targets Range by 2 ranks for 3 turns.
D - Decreases targets Range by 3 ranks for 3 turns.
C - Decreases targets Range by 4 ranks for 3 turns.
B - Decreases targets Range by 5 ranks for 3 turns.
A - Decreases targets Range by 6 ranks for 3 turns.
S - Decreases targets Range by 7 ranks for 3 turns.
SS - Decreases targets Range by 8 ranks for 3 turns.
Weakness
F - Decreases target's Strength and/or Damage by 1 rank for 3 turns.
E - Decreases target's Strength and/or Damage by 2 ranks for 3 turns.
D - Decreases target's Strength and/or Damage by 3 ranks for 3 turns.
C - Decreases target's Strength and/or Damage by 4 ranks for 3 turns.
B - Decreases target's Strength and/or Damage by 5 ranks for 3 turns.
A - Decreases target's Strength and/or Damage by 6 ranks for 3 turns.
S - Decreases target's Strength and/or Damage by 7 ranks for 3 turns.
SS - Decreases target's Strength and/or Damage by 8 ranks for 3 turns.
Cripple
F - Decreases target's Mobility by 1 rank for 3 turns
E - Decreases target's Mobility by 2 ranks for 3 turns
D - Decreases target's Mobility by 3 ranks for 3 turns
C - Decreases target's Mobility by 4 ranks for 3 turns
B - Decreases target's Mobility by 5 ranks for 3 turns
A - Decreases target's Mobility by 6 ranks for 3 turns
S - Decreases target's Mobility by 7 ranks for 3 turns
SS - Decreases target's Mobility by 8 ranks for 3 turns
Exhaustion
F - Decreases target's Stamina by 1 rank for 3 turns.
E - Decreases target's Stamina by 2 ranks for 3 turns.
D - Decreases target's Stamina by 3 ranks for 3 turns.
C - Decreases target's Stamina by 4 ranks for 3 turns.
B - Decreases target's Stamina by 5 ranks for 3 turns.
A - Decreases target's Stamina by 6 ranks for 3 turns.
S - Decreases target's Stamina by 7 ranks for 3 turns.
SS - Decreases target's Stamina by 8 ranks for 3 turns.
Hinder
F - Decreases Target's Speed by 1 rank for 3 turns.
E - Decreases Target's Speed by 2 ranks for 3 turns.
D - Decreases Target's Speed by 3 ranks for 3 turns.
C - Decreases Target's Speed by 4 ranks for 3 turns.
B - Decreases Target's Speed by 5 ranks for 3 turns.
A - Decreases Target's Speed by 6 ranks for 3 turns.
S - Decreases Target's Speed by 7 ranks for 3 turns.
SS - Decreases Target's Speed by 8 ranks for 3 turns.