Ice (Modification)
Adds the properties of ice to the existing Feature's effects.
Modification
Requirement: [N/A]
As its primary description states, the Ice modification adds the properties of ice to the existing Feature's effects. How powerful the icy properties are not only depends on the user's Potency, but also on the duration of the Technique, longer lasting Techniques having to spread the ice's Energy throughout its duration.
When it comes to Instant Techniques or Techniques with a Duration Tier of S, contact with it begins to freeze and cover the surface or subject with frost (for Selective delivery Techniques, its effects must not be resisted for it to cause this effect). This affects different types of targets and materials in different ways.
Freezing surfaces become extremely slippery, subjects traversing them having a 50% of being Downed when doing so at full Movement, 20% chance when carefully traversing them (half Movement), and 80% chance when doing so at double Movement (the Full Round Action). Those that make extended contact with cold surfaces, or are being covered in frost themselves are now affected by the Freezing condition. Subjects that are affected by the Technique with an Effect Type of Instant or a Duration Tier of S for 4 consecutive turns must roll a Resistance Check pinned against the Ice user's Potency, a failure leading them to become Frozen (which is different from the Freezing condition).
Techniques with a Duration Tier of Mn cause the area or subject affected to become extremely cold, prompting Resistance Checks on living subjects pinned against the Potency of the Ice Technique's user, those failing it becoming affected by the Freezing condition for its duration. Similarly, techniques with a Duration Tier of H cause the area or subject affected to also become significantly hot, just not quite as much, living subjects that don't manage to cool off any way within 5 minutes having to roll a Resistance Check to avoid Freezing as well.
Techniques with all other larger Duration Tiers spread the cooling properties too much to cause any significant effects, but at the very least, those with a Duration Tier of D are noticed in the temperature.
When modifying a Technique with an existing Damage Output, the properties of Ice Damage are now added to the existing damage, meaning it is affected by any weaknesses or resistances to such type of damage.
Self Techniques modified by Ice grant a -4 damage reduction to ice damage, a +5 on Guard, Deflections, and any Saving Throws done to protect from icy effects, and cool the user enough to prevent the Overheating condition.
Conjurations modified by Ice are very resistant against cold, ice, and ice-based Techniques, granting a +15 bonus on Guard and their Saving Throws against them, and also reducing any ice damage received by 20. Additionally, Damage Output from their attacks or Techniques is also given the properties of Ice Damage.
















