Body
Goddammit. How did you manage to find a glitch like that?
Turn Start: Random Sinners gain
Thumping Pulse and
Stillness
When "the Manager" takes a certain action, the Chaplain deals damage to a random Sinner based on the said Sinner's max HP and inflicts
Nail [Console] on them
At lower than 50% HP, the Chaplain manipulates his status on a system level to heal both HP and SP up to max and remove all negative effects from self
Body
Sisyphe System Maintenance Tool
When the Chaplain inflicts
〜 on Sinners using its Skill effects, apply the following:
- The following effects are collectively referred to as
〜:
·
Nail [Exception]
·
Nail [Breakpoint]
·
Nail [Console]
- When the Chaplain inflicts Nail on the Sinners, only the effect that is inflicted last remains; however, Stacks between effects accumulate
-
Nail [Exception] and
Nail [Breakpoint] do not convert into
Nail [Console]
On Hit against a Sinner, deal +5% damage for every
〜 on target (max 45%, separately for each target)
Turn Start: If the Chaplain has 50% or lower HP, all Skills inflict +1 more
〜
Body
"As Ordained by the Rule of Conservation"
At 10+ Clashes, the said Skill gains Clash Power by (Clash Count)
For
Burn,
Bleed,
Tremor,
Rupture,
Sinking:
- Max Potency cap: 50
- Max Count cap: 15
- Take -50% damage from above effects
Apply the
Fixed Panic effect, and this unit's SP does not drop below 0
First Turn Start after entry:
- Change SP to 45
- Gain 0
Voice of the Obsidian God and 1
Chaplain of the Sisyphe Penalty
-
Preservation Potency and Count carry over from the preceding Phase
Body
"Dies Irae"
Turn Start: If this unit has
Divinity of the Obsidian God, gain a new pattern and use a powerful Skill, "Do you seriously mean to break the Sisyphe System?"
- Min & Max Speed +20 for the turn
- If the Chaplain loses the Clash while in this pattern, gain a changed pattern next turn, and use a powerful Skill, "Systemwide Ban"
Every time
Divinity of the Obsidian God and
Voice of the Obsidian God are converted, heal 45 SP and gain 1
Chaplain of the Sisyphe Penalty
Body
Tears shall soak the cloth, cloth shall close about the throat... now I can't even remember what's next.
This unit does not lose SP from
Sinking effects; instead, when
Sinking effects trigger, this unit takes Gloom damage equal to Sinking Potency
When hit by a Sinner, the said Sinner gains +1
Sinking Count (2 per turn per Sinner)
This unit cannot gain
Poise Potency past 20; instead, heal SP equal to excess
Poise Potency gained
When triggering
Tremor Burst on Sinners, if the targeted Sinner does not have a Stagger Threshold, deal (
Tremor Potency on target / 2) Sloth damage (except Staggered targets; calculated separately for each target)
Body
Perfect Conservation
Gain 1
Preservation Potency for every 10 cumulative
Preservation Count this unit consumes in this Encounter
Turn Start: At fewer than 10
Preservation Potency and fewer than 10
Preservation Count, gain +5
Preservation Count
The "Turn End: Lose 1 Count" effect on
Preservation does not trigger
At 5+/10+
Preservation Potency,
Preservation Count max cap +5/+10
Body
All right. Time to clock out.
Turn End: At more than 10
Preservation Potency, consume excess
Preservation Potency and gain (
Preservation Potency consumed)
Sisyphe System Preservation
- This effect does not trigger again after all
Sisyphe System Preservation has been consumed by the effects of this Passive
When this unit's HP drops to 33% or lower for the first time in this Encounter, gain a new pattern
- Consume all
Sisyphe System Preservation on self and gain persistent Shield equal to (25 +
Sisyphe System Preservation Stack)% of this unit's max HP
- Permanently lose Defense Level equal to
Sisyphe System Preservation Stack consumed