Preparing the floor
One pair of Animas for each status effect, in a grid on the floor: a black Anima strikes a white one once, walks back to its place and strikes again once both stand ready. In every cell each strike causes that cell’s outcome or effect for real, with an item that can cause it, and the white Anima reacts to it; an effect the table named without a rule would show its name in light grey on each hit, and today every effect has one. Start begins the practice, Stop ends it and Reset places every pair again. The 3D scene is hidden in high contrast and print.
FPS
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The floor holds one pair of Animas for each status effect in a grid of cells read left to right: first the outcomes the scenes already play (Guard, Miss, Block, Parry, Riposte, Glanced, Critical, Precise, Pierce, Crush, Disarm, Break and Stick) and the status effects they play (Burned, Poisoned, Bleeding, Blighted, Decaying, Withering, Frozen, Petrified, Sleeping, Seduced, Silenced, Afraid, Hysteria, Taunted, Provoked, Scared, Exposed, Hidden, Stalking, Phased, Resist, Hasted, Slowed, Shielded, Regen, Death, Resurrection, Foresight, Fortified, Reinforced, Warded, Leeched, Vigilance, Berserk, Frenzy, Prowess, Keen, Exalted, Heavy, Light, Float, Faded, Doomed, Blinded, Frail, Electrocuted, Courage and Cursed), then any effect the effects table names that has no rule yet, of which there is none today. In each cell a black Anima, labelled with its effect and showing its health and stamina, faces a white practice Anima that wears the chosen worn items and never starts a fight; in the Guard cell it guards, and in the Stalking cell it stands with its back to the black Anima. A black Anima holds and wears everything chosen in the sidebars, and fights barehanded when no mainhand is chosen, except where its cell needs a certain item: Precise needs a sword, Pierce a thrusting sword, spear or harpoon, Crush a heavy blunt weapon, Disarm a hooked short blade, Break a breaking tool, Stick a sticking pole or club with a melee weapon that does not stick in the offhand, Parry and Riposte a melee weapon, Reinforced and Keen a bow, crossbow or gun, Warded a magic item that deals damage (an Orb by default), and Vigilance, Heavy and Light a heavy blunt weapon; in the Float cell it fights barehanded whatever is chosen. There it holds only those items, the chosen one in each hand when it fits and otherwise a default item of that kind. The white Anima holds a shield in the Block cell, a parrying tool in the Parry and Riposte cells and an offhand item in the Disarm, Sleeping and Hysteria cells, the chosen one when it fits, in the Break cell it wears only a mythril breast plate, and in the Resist cell a full set of mythril plate. The black Anima of the Heavy and Light cells wears a full set of mythril plate too, whatever the sidebars choose. Neither Anima loses health, except in the Petrified, Death and Resurrection cells. Start begins the practice in rounds: every black Anima walks to its own white Anima, and only its own, strikes once with its weapon’s real action, keeps fighting while that strike still holds the white Anima, walks all the way back to its place, and strikes again only when both stand at their places, facing each other, the white one recovered. A practice strike is never dodged, glanced, blocked or parried unless its cell forces that. In the first cells every strike causes that cell’s outcome, and the white Anima reacts as it would in a fight: a Crush knocks it to the floor and it gets up, a Disarm drops its offhand and it goes to pick it up, a Break knocks off its breast plate, which is repaired with REPAIR! when the next round begins, a Parry or Riposte turns into its riposte, a quick strike that steps in and lands on the black Anima as the swing connects, a Stick holds it on the leash until the black Anima’s offhand strike breaks the hold, a Precise turns the sword back for another Precise without end, flinching the white Anima without pushing it away, and every status effect takes hold with any weapon and shows on the white Anima: Burned sets it on fire, Poisoned billows purple gas with skulls and Bleeding pops big pink drops of blood that pool on the floor, each taking a fixed amount of health every tick; Blighted billows toxic gas with biohazard symbols and lowers its maximum stamina, and Decaying draws flies and lowers its maximum health; Withering wraps it in a violet aura and slows its attacks and steps; Frozen locks its legs in an ice cube that melts into a puddle, sooner if it burns; Petrified hardens it into a thick shell of stone that takes no damage, and the next round's strike lands for more than its maximum health and shatters it into pieces that crumble to dust, after which a whole white Anima fades in at its place; Sleeping drops it to the floor beside its offhand until a hit or the end of the effect wakes it, and it gets up and picks the offhand up again; Seduced takes it over to the black Anima’s side until anyone hits it; Silenced puts a red cross in front of its face; Afraid makes it tremble inside shiver lines and sends it running from the black Anima; Hysteria sends purple question marks flying round its head and makes it drop its offhand, run away, attack, run in a circle or cower with its hands on its head, and the black Anima strikes it again wherever it runs, so it never stops being hysterical; Taunted shows a red exclamation mark above it and sends it to attack the black Anima; Provoked shows an anger mark above its head, and Provoked and Exposed make it take more damage; Scared makes it back away from anyone who comes close and strike back only at the black Anima; Death sets a countdown above its head that falls by one each tick from ten, while dark wisps and pale skulls rise off it, and at zero it dies, whatever its health; Doomed drives three glowing red spikes through its chest and lowers every stat; Electrocuted wraps it in a thin blue aura with electric waves pulsing through it and bolts crackling, and every later hit also shocks it for more damage and holds it in its hit reaction a moment longer; Cursed sends large violet frowns, eyes, brows and a turned-down mouth with no head, drifting up off it, drains its stamina every tick and makes every chance against it more likely; and in the Hidden cell the white Anima starts hidden, a flickering ghost the black Anima cannot target, so no strike comes. Wherever the black Anima’s hits give the white Anima an effect, the white Anima also wears Resurrection, a glowing blue halo above its head, given again as each round begins: when it dies the halo breaks, and a moment later it rises from the floor with RESURRECTION!, full health and stamina and no effects, so the next hit gives its effect again. Twenty-six cells give their effect from the start instead, again whenever it ends: in the Stalking cell the black Anima stalks inside a cloud of grey smoke, and every strike on the white Anima's back shows SURPRISE! beside its larger damage; in the Phased cell the white Anima splits into two translucent aqua mirror images that slide out to either side and merge back while its body flickers, and strikes may pass through it, showing PHASED!; in the Resist cell the white Anima wears a thin translucent rainbow skin over its body and armor, and every hit tries to poison it, which it always resists in this cell, showing RESIST! in rainbow letters; in the Hasted cell the black Anima walks and strikes faster, crackling with golden lightning bolts; and in the Slowed cell it walks and strikes slower, wound in ethereal grey chains glowing red; in the Shielded cell the white Anima wears a thin light-blue aura that takes the damage of each blow until it breaks, and then raises a new one; and in the Regen cell it wears a thin light-green aura and shows its healing on every tick; in the Resurrection cell the white Anima wears the blue halo and each strike kills it, so it falls and rises again every round; in the Foresight cell a blue eye watches from in front of the black Anima’s face, and it sees and strikes the white Anima although the white Anima is hidden, its strikes never missing, and each hit reveals the white Anima until it hides again as the next round begins; in the Fortified cell three blue shields circle the white Anima, and physical blows land for half; in the Reinforced cell three small blue orbs spiral round the white Anima, and each of the black Anima’s arrows is taken whole by the nearest orb, which bursts, until the last is gone and a new set grows in; in the Warded cell the white Anima stands on a turning blue circle of fine runes and ticks, and the black Anima walks in with a Repulse orb whose magic lands for half; in the Leeched cell the black Anima wears a faint red aura and each hit shows the health it draws back as a red plus; in the Vigilance cell gold light wraps the white Anima’s legs and feet, and no blow pushes, staggers or fells it: every strike tries to crush it and shows VIGILANCE! instead; in the Berserk cell the black Anima wears a faint crimson aura with roaring demon faces circling it, striking harder and faster and taking more damage; in the Frenzy cell white wind whirls round the black Anima’s arms inside a faint white aura on its arms and hands, and it strikes and recovers faster; in the Prowess cell the black Anima stands on a turning white-gold circle of holy marks, every stat raised while it lasts, so its health, stamina, damage and speed all grow; in the Keen cell a light-blue target sits in front of the black Anima’s face and its arrows keep their arc and bend onto the white Anima wherever it steps; in the Exalted cell the black Anima stands on a turning light-blue circle and its hits set the white Anima burning, every tick of the burn twice as strong; in the Heavy cell the black Anima, in full mythril plate with a heavy weapon, carries three times the weight, large flat black weights sinking round it, and walks and swings slower; in the Light cell it carries a third of the weight, large white feathers drifting up off it, and walks and swings faster; in the Float cell both Animas float a body and a half above the floor, wind whirling round their feet over little clouds, the black Anima flies over and punches, the punch knocks the white Anima out of the air so it falls to the floor, and the black one floats back to its place; in the Faded cell the white Anima is faded out, taking a fifth of the damage and dealing a fifth; in the Blinded cell thick black smoke winds round the black Anima’s head over its eyes, so half its strikes miss and every other chance it rolls is halved; in the Frail cell large red no-entry signs, ring and slash only, fall round the black Anima and it cannot attack at all; and in the Courage cell a thin gold aura wraps the black Anima and every chance it rolls is ten points higher. On this page every effect is kept on, given again by each round’s hit or whenever a buff ends; in a game each one lasts only its own number of ticks. An effect the table named without a rule would show its name in light grey on each hit and change nothing; today every effect has one. Changing the outfit places every pair again. Stop ends the practice and the black Animas walk back to their places; Start resumes. Reset places every pair again. Drag the floor to orbit, scroll to zoom, press an Anima to pick it up, and with the floor focused Space pauses and Home restores the camera.