Those affected by this technique cannot help but burst into laughter.
Technique Type: Specialty, Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: (3 rounds)
Saving Throw: User's Potency VS Target's Will.
The user of this Technique first rolls for Potency and writes the number down, setting up the DC to beat by the Target's Resistance in order combat the effects. The Target's first Resistance roll determines if the Technique is successfully or not. If the Technique is not resisted, on every turn thereafter during which the Technique's lingering effects are still active, the target rolls for Resistance at the start of their turn to see if they resist the individual effects from taking place. A success on those latter rolls does not cure the target from Laughter, it simply prevents the effects from taking place during that round.
The effects of Laughter are as follows:
1. On every turn that the effects are not resisted (which includes the turn it is induced), the subject cannot help but begin to laugh uncontrollably. Although they can still perform most of their usual actions, they do so with a penalty of -5.
2. On two consecutive turns under the effects, the subject is too busy laughing to be able to take any actions until their next turn other than Movement and Defensive Options.
3. On a third (and further) consecutive turn(s), the target can't help but drop any held items, become Downed (see Conditions), and consume the entirety of their turn doing nothing but laughing.
Requirement: [Delivery: Contact, Projectile, Wave, Field, Selective]
As a modification, the feature employs its effects alongside the Technique's other features should its Saving Throw not be resisted. It adopts the technique's existing range and method of delivery, but functions under its own duration.
Duration Upgrade: +3 rounds