Unique Skills

Unique Skills is a special hidden mechanic that players are not aware of, it does not show up in any tutorial, menu, isn't talked by any NPC, was never announced before the game launch, etc. Unique Skills are awarded to players who meet the requirements, being independent of Archetypes and Stamina costs. When a player acquires a Unique Skill, it just sneaks into their ability menu, appearing among the Archetype abilities but listed as neither Archetype, in fact appearing from *« Unknown Origin »*.

One player cannot have more than one Unique Skill, and the same Unique Skill cannot be had by more than one player at the time, hence the name. When a player acquires one Unique Skill, they cannot gain more of them, but will hold onto said skill for as long as they are alive. If a player dies, the skill will be on hold, waiting for them to survive and escape the monster resurrection process, but if they die there too and experience true death, the Unique Skill they once held becomes free once more, passed onto the next eligible player.

Because they lack Stamina Cost, Unique Skills may have a Cooldown period, not being able to be activated until the Cooldown is over. For cooldown periods, the turn in which the Unique Skill is activated does not count for that timer, it only starts counting down at the end of the next turn from when the Unique Skill was used. Not all Unique Skills have cooldowns though.

Brain Eaters with Power Copier cannot copy Unique Skills. Power Thiefs cannot steal Unique Skills but instead disable the Unique Skill for the duration of the abilities being stolen.

PS: Unique Skills do not take up Battle Actions unless it is specifically stated in their Description that they do.

## Beast Counter

* **Requirement**: Parry 50 hits from Bosses (GM'd only). Parrying isn't always possible, especially against beings who lack weapons to parry.
* **Cooldown**: 4 Turns.
* **Description**: As the name implies, this ability is a counter move. When the player is about to be hit by an enemy attack (physical attacks only), a glow happens around the player and at the very last moment, they suddenly disappear, moving at hyper-speed and delivering a direct blow (like a kick) at the opponent even outside of the player's turn, dealing damage equal to the combined total of the base ATK (no boosts) from both the player and the enemy that was attacking it. It also does a massive push back that sends the enemy away, gaining plenty of space between the two. Obviously, the player takes no damage since they avoided the attack at the last possible moment and hit back.
* **Owner**: N/A

## Infectious Dance

* **Requirement**: The user must break out into dancing in the middle of a fight at least 5 times.
* **Cooldown**: 0 Turns. No Cooldown.
* **Description**: If the user begins dancing while in combat, everyone in a short area around the user will break out into dancing as well, mimicking the user's dance moves perfectly. Those affected will dance uncontrollably so long as the user continues to dance, becoming impossible for them to stop dancing during that duration. If anyone that wasn't initially affected by it, then comes into the radius while the dance is in progress, they too will break out into uncontrollable dance fever. This affects monsters, bosses (all kinds, even World Bosses), Villains, NPCs, even other players, their bodies will just move on their own. If music happens to be playing at the same time that Infectious Dance is being used, the radius will of this ability will triple, affecting even those inside of a Safe-Zone provided the Safe-Zone is close enough to where the dancing is taking place.
* **Owner**: N/A

## Grievous Limiter

* **Requirement**: One shot kill 50 enemies. Affected enemies cannot have more than a 3 level difference under the player (but can be above).
* **Cooldown**: 0 Turns. No Cooldown.
* **Description**: This skill can only be used against enemies who have at least 90% of their total HP, but can be used against multiple enemies per turn (but can only be used a single time against the same enemy). Reduce the enemy's ATK by 100%. Increase their ATK by 15% for every turn that passes after the initial one, with no limit so long as they live. This works like some sort of magical spell, no incantation needed (but can be done for flavor if wanted).
* **Owner**: N/A

## Underdog

* **Requirement**: Have your HP reach exactly 1 in battle as a result of taking a direct hit from an enemy. Do this 5 times. Affected enemies cannot have more than a 3 level difference under the player (but can be above).
* **Cooldown**: 0 Turns. No Cooldown.
* **Description**: Passive. Any turn that your HP(%) is lower than the HP(%) of the target you are attacking, increase your ATK by 50%. Any turn you are fighting outnumbered, increase your SPD by 10% for every enemy that outnumbers you.
* **Owner**: N/A

## Lucky Coin

* **Requirement**: Have a surprisingly lucky outcome in 30 dice rolls.
* **Cooldown**: 6 Turns.
* **Description**: The system rolls a 100 sided dice, and also randomly selects between HP, STM, ATK, SPD and DR. If HP or Stamina, recover the amount equal to what the dice result was. If DR, reduce damage by the result of the dice in % (so if the dice rolls a 50, gain 50% damage reduction). If ATK or SPD, increase that stat by the absolute number that resulted from the dice roll. Effects last until the end of combat and can be stacked upon each other on long enough fights.
* **Owner**: N/A

## Clean Slate

* **Requirement**: Recover HP by drinking 10 Large Health Potions in the same battle, or 7 Huge Health Potions.
* **Cooldown**: 0 Turns. No Cooldown. Can only be used once per battle.
* **Description**: Can be used at any point during battle, but only once per battle. Cannot be used outside of battle. Completely refill the HP of everyone involved in the battle, including yourself, party members and all enemies.
* **Owner**: N/A

## Time Attack

* **Requirement**: Fight in a (GM'd) battle that lasts for at least 20 (of your) turns and win.
* **Cooldown**: 2 Turns.
* **Description**: Unleash a blast of magical energy/mana. The damage is half of your ATK stat. Increase the damage by x0.25ATK for every turn that (including allies and enemies) this battle has lasted.
* **Owner**: N/A

## Time Skip

* **Requirement**: Attack over 100 times in the same turn, against the same enemy. The affected enemy cannot be more than 10 levels below your own.
* **Cooldown**: 1 Turn.
* **Description**: Sacrifice half of your total HP to use this skill. Stop time itself for everyone involved except yourself, can be used even outside of your turn. Time starts ticking again when your turn ends.
* **Owner**: N/A