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* Finesse: The character starts with 1 Combo. (4)
* Finesse: The character starts with 1 Combo. (4)
* Limit Break: The maximum Combo that a character can reach is increased by 1. (5)
* Limit Break: The maximum Combo that a character can reach is increased by 1. (5)
* Supply Chain: Attacks with the Quick, Shield, and Hyper flags cost 5 fewer FP to cast. (6)
* Supply Chain: Attacks with the Quick, Shield, and Hyper flags cost 5 fewer FP to cast. This effect stacks if multiple flags are present on the same attack. (6)
* Healer: Attacks with the Heal, Hi-Heal, Quick, Shield, Hyper, and Lock State flags generate 1 Combo. (8)
* Healer: Attacks with the Heal, Hi-Heal, Quick, Shield, Hyper, and Lock State flags generate 1 Combo. (8)



Revision as of 23:37, 8 September 2018

"A bullet to the front of the head demonstrates good marksmanship. A bullet to the back of the head demonstrates good judgement."

-- John Wesley Hardin

The Gunslinger system is one of two combat systems at Dream Chasers, and is used to simulate individuals or small groups fighting in pitched combat. The other, the Digger system, is used to simulate exploring a dungeon.

Characters may have multiple forms, with their own stat blocks.

Basics

At its core, Gunslinger is comparable to any other player-versus-player combat system you’ve seen on any other MUSH. Characters have resource pools, and the goal is to deplete the opponent's before the opponent depletes yours.

  • Hit Points (HP) measure a character’s life. Base maximum HP for all characters is 500; this can be adjusted by certain Personal Skills. At 0 HP, you are Knocked Out and no longer able to fight.
  • Force Points (FP) are used to activate higher-level attacks and special commands called Force Actions. FP begins at your current spent CP divided by 10, and is accrued with every combat action.
  • Combo is a resource pool that provides an additional benefit to attacks. Attacks are altered by using Combo Options, which can cost upwards of 1 Combo. Characters typically begin a fight with 0 Combo, and currently (without modifying Personal Skills) have a cap of 3 Combo. Combo has a small chance to be generated by an attack; it will also be generated by a critical hit or critical defense. Additionally, an attacker who is critically defended loses 1 Combo.
  • Reflect Charges are a pool used to power the Counter and Absorption flags. Reflect Charges have a maximum of 4. These are gained through the Reflect flag and explained in more detail there.

Additionally, HP cannot be restored in combat. Healing spells and effects fill a short-duration pool of temporary HP. This pool is capped at half of your maximum regular HP, and no one effect can fill it entirely. Overflow is lost. The entire Temporary Hit Point pool empties after 3 rounds, but the counter resets with any new supply of Temporary Hit Points. Attackers may deal with temporary HP using certain attack flags which interact with temporary HP, hitting it harder, or even turning it into a liability. Additionally, a critical hit will bypass temporary hit points, striking the main health pool with its full damage.

Force Points and Force Actions

Force Points are a resource gained with every action and reaction. They fuel attacks, both by unlocking them (as some attacks require a minimum FP) and as a cost to use them, as well as Force Actions.

Each character gets four Force Actions. Force Actions are one-round buffs, performed in addition to any attacks or reactions. Players may use Force Actions prior to making an attack or a reaction to an attack. They do not have to be purchased with CP or AP. However, each character may only have four Force Actions per form.

The following Gunslinger actions grant CP:

  • Starting a battle with +heal/full grants you (CP / 10) FP.
  • Assigning an Attack with +attack grants you 15 FP.
  • Evading or Guarding an Attack grants you 15 FP.
    • Critically Evading or Guarding an Attack with the Force Evade or Force Guard Personal Skills grants you an additional 10 FP, for a total of 25 FP.
  • Charging an Attack grants you 20 FP.
    • Having the Force Charge Personal Skill grants an additional 5 FP, for a total of 25 FP.

When a character attains 125 FP, he or she achieves CONDITION GREEN, which clears debuffs and can trigger other effects determined by Personal Skills.

Each Force Action costs 25 FP to use. Characters may choose from the following list:

  • Lock On: The character's attacks this round has a bonus to hit against both Guard and Evade reactions.
  • Accelerate: The defender's reactions this round have a bonus to Reflex.
  • Full Clip: The character's attacks this round have has a bonus to Power.
  • Guard: The defender's reactions this round have a bonus to Vitality.
  • Fury Shot: The character's attacks this round temporarily have the Artillery flag.
  • Snipe: The character's attacks this round have a bonus to critical hit.
  • Boost: Add 2 Combo to yourself.
  • Shell: Adds Reflect and 2 Reflect Charges to the target. It can be targeted; the syntax is +force Shell=<target>.
  • Mystic: Increases the duration of Lock State, Hyper, Shield, Quick, and any temporary hit points on its target by 2 rounds (without a maximum). It can be targeted; the syntax is +force Mystic=<target>.
  • Protect: This ability transfers the attack data on the target to the character using Protect. It uses the syntax '+force Protect=<target>/<attacker>, where the target is the person being protected and the attacker is the person who threw the original attack.
  • Extend: The next attack temporarily has the Area flag.

Combo

Combo has a chance to be earned in any attack. It may also be earned when you successfully critically hit or have a critical defense; a person whose attack is critically defended will also lose Combo.

Combo is spent on Combo Options, which are modifiers to a single flag.

Combo is spent according to the priority list. If an attack's Combo Option (or Combo cost, in the case of Link) can be afforded, then it will be. As such, if a character has 3 Combo and uses an Inspire, they will always use 1 Combo. If a character has 3 Combo, and uses an attack with Poison, Disease, and Smite, the attack will use 1 Combo for Poison's Combo Option, 1 Combo for Disease's Combo Option, and not be able to activate Smite's Combo Option. The character will end with 1 Combo.

Combo will be taken from the highest priority (1), then move down the list. If your Combo is depleted by a higher priority flag, the Combo Option for a lower priority flag will not fire. When designing attacks that use Combo Options, it is important to remember this priority list. The priority list, which includes every attack with a Combo Option, is provided below:

  1. Link
  2. Inspire
  3. Reload
  4. Poison
  5. Disease
  6. Smite
  7. Headshot
  8. Gatling

Please see the section on attack flags for a Combo Option for each of these attacks.

Combat Reactions and Flow

When characters start a fight, they should ensure they are healed. In one-on-one fights, the expected etiquette is for both characters to heal to full HP immediately before combat. If several characters are fighting one, that character may use +heal/boss or +heal/optional to have the appropriate number of HP.

Players may determine who attacks first in one-on-one fights. A coin flip is appropriate in the event of disagreement. A boss always has the option to attack first.

When a character attacks, they may use a Force Actions to improve that attack. When a character is attacked, they need to make a reaction. Prior to doing so, they can use a Force Actions. There is no limit to how many Force Actions a character may use beyond what their FP allows.

There are three possible reactions:

  • Charge: Charge into an attack. This takes full damage (can be partly mitigated by some Personal Skills), but generates more FP than usual.
  • Dodge: Attempt to avoid an attack. This can succeed fully (avoiding all damage), partly (avoiding some damage), or not at all (taking full damage).
  • Guard: Attempt to block an attack. This can succeed fully (blocking almost all damage), partly (blocking some damage), or not at all (taking full damage). Guard succeeds more and fails less than Dodge.

When comparing the three reactions, think of them as follows: Guard is steady, reliable damage reduction. Dodge is higher-risk, higher-reward. Charge trades HP for FP (though not on a one-to-one basis).

Characters will attack, their opponent will do their reaction, and then the opponent attacks. This continues until one character is knocked out, which is defined by having their HP reduced to 0.

Gears

Mechanically, Gears are represented with a Personal Skill, PS Gear, and an attack flag, Artillery. PS Gear increases that form's HP to 1,000 instead of 500. Artillery deals double damage to anything with PS Gear. Every Gear should have Artillery on nearly all of its attacks, which is why it has no cost. PS Gear does not cause a character to do extra damage of any kind on its own.

Additionally, some characters will have Artillery on attacks when they are not in a Gear. These can represent massive spells, large ARMs, and other attacks that could hurt a Gear.

Because a Gear against a regular person is simply unfair, a character in a Gear must have the opposing player's consent before fighting them. A player also should not switch to a Gear in the middle of a fight without permission.

Despite the lack of CP and AP costs for PS Gear and the Artillery flag, staff will evaluate whether those are appropriate when requested.

Statistics

Gunslinger employs two categories of character statistics: primary and secondary. These statistics, along with Personal Skills, are bought with Character Points (CP). Statistics are purchased with CP at a one-to-one ratio.

Primary Statistics

These statistics affect combat in simple, direct ways. They include:

  • Reflex: How capable a character is of avoiding an enemy’s attack. It influences Dodge success/fail rate, and improves the amount of damage reduced by Guard.
  • Vitality: How capable a character is of absorbing punishment. It influences Guard success/fail rate, and improves the amount of damage reduced by Dodge.
  • Power: How capable a character is of dealing damage. Power is not necessarily brute strength. For sorcerers it can be mental power, or for ARMs users keen targeting ability. It influences attack damage and nothing else.

Secondary Statistics

These statistics affect every aspect of combat, but are divided into three categories based on the type of combat style being employed.

  • ARMs: This governs combat involving weapons based on advanced technology: everything from simple revolvers to wave motion guns.
  • Technique: This governs both unarmed combat and armed combat using low-technology weaponry.
  • Sorcery: This governs combat involving the various disciplines that allow people to channel natural forces and energies into desired shapes and effects. Sorcery can include both ranged and melee combat, provided it is strictly magical in nature.

ARMs and Technique are separated according to the level of technology being employed by a weapon. Swords, bows and arrows, or telescoping rods use Technique. Photon sabers, revolvers, or stun batons use ARMs.

Also, the secondary statistic being employed in an attack/reaction is based on the attack that is chosen. If someone is attacking you with a rifle, then your ability to defend yourself is based on your familiarity with what firearms can do, not the strength of your kung fu.

Boss Fights

We have three kinds of boss fights at Dream Chasers. In most situations, characters should use the +heal/boss <x> command to generate an amount of HP that will guarantee a challenge.

The second form of boss fight is done with +boss/timed <x>. This sets HP to 99,999 and replenishes to that number each round. The X is a number of opponents like usual, for purposes of calculating FP Maximum, Condition Green and Combo. This command does not require prior player permission to use. You need to use +boss/turn at the end of each turn. This is to prevent accidentally burning through +rounds quickly.

In some situations, +heal/optional <x> can be used to give a boss considerably more HP. With the exception of admin-run events, an antagonist should have permission of those in the fight before using this command.

Bosses always receive a number of actions per turn equivalent to the number of individuals that they are fighting. Bosses also receive a number of Combo equal to 2 * the number of people they are fighting (plus another 0.5 * the number of people they are fighting, if they have Limit Break) every round. They do not gain Combo during a turn (and can never have more Combo than the amount they begin a round with), but they can lose it when a critical defense occurs.

Bosses are able to cash in their extra actions for powerful effects called Boss Actions. The command for this is +boss/act <Boss Action>. The current available Boss Actions are:

  • Extend: Gives the boss the Extend Force Action. This costs 1 action.
  • Force: Gives the boss 25 FP. This cost 2 actions.
  • Blink: Gives the boss a special Force Action, Blink. Blink provides an extremely large bonus to Reflex for one round. This costs 6 actions.
  • Titan: Gives the boss a special Force Action, Titan. Titan provides an extremely large bonus to Vitality for one round. This costs 6 actions.
  • Enrage: Gives the boss the Enrage stance. During this turn they have 1.5x as many actions, rounded up, and can attack a given opponent multiple times. At the end of their turn, when they +round, they will have zero actions, all of their buffs will lose 30 turns of duration and usually be cleared, and they will immediately suffer the Shieldbreak and Entangle status effects, greatly limiting their defense.

Personal Skills

Personal Skills are character-specific traits that are always active on your character. Typically, they are referred to as "PS <Personal Skill Name>" in discussion. There are several different categories, including:

  • Gear Personal Skills: Characters with PS Gear have access to a Gear or other large vehicle. This category includes that PS and ones related to Gears.
  • Condition Green Personal Skills: These provide powerful bonuses that only trigger when your character is in CONDITION GREEN.
  • Critical Hit Personal Skills: These provide significant debuffs or other effects when your character gets a critical hit.
  • Attack Personal Skills: These provide bonuses to attack statistics. Notably, the bonus provided by an Attack Personal Skill scales with your current FP total, meaning players have to consider Force Actions, big attacks, or bigger stat bonuses when spending FP.
  • Reaction Personal Skills: These provide small, static bonuses to reactions.
  • Form Personal Skills: These change the total number of CP on a form with that PS.

A list of Personal Skills follows. The number in parentheses indicates the Character Points that a Personal Skill costs.

Gear Personal Skills

  • Gear: A large robot, vehicle, or especially large monster. This doubles the HP total on the form with PS Gear.
  • Tankbuster: All attacks deal additional damage to anything with PS Gear. This is superseded by attacks with the Artillery Flag. Characters with PS Gear cannot have Tankbuster. (3)

Resource Personal Skills

  • Forceful: The character starts with an additional 10 FP. (4)
  • Finesse: The character starts with 1 Combo. (4)
  • Limit Break: The maximum Combo that a character can reach is increased by 1. (5)
  • Supply Chain: Attacks with the Quick, Shield, and Hyper flags cost 5 fewer FP to cast. This effect stacks if multiple flags are present on the same attack. (6)
  • Healer: Attacks with the Heal, Hi-Heal, Quick, Shield, Hyper, and Lock State flags generate 1 Combo. (8)

Condition Green Personal Skills

  • Healthy: Upon reaching Condition Green, the character receives 100 temporary hit points; a character with PS Gear receives 200 THP. (4)
  • Ranger: While in Condition Green, the character's critical hit chance is increased. (4)
  • Guerilla: While in Condition Green, the character's Power is increased. (6)
  • Survivor: While in Condition Green, the character's Vitality is increased. (6)
  • Acrobat: While in Condition Green, the character's Reflex is increased. (6)
  • Master: While in Condition Green, the character's Arms, Sorcery, and Technique are increased. (7)

Critical Hit Personal Skills

  • Sniper: A character gets a bonus to their Critical Hit roll, but their critical hits do less damage. (6)
  • Butcher: A character's critical hits do increased damage. A character cannot have PS Butcher and PS Sniper. (4)
  • Tough: A critical hit on the character does reduced damage. (5)
  • Gremlins!: On a critical hit, the character applies Jam to their enemy. (4)
  • Dirty Fighter: On a critical hit, the character applies Cripple to their enemy. (4)
  • Silencer: On a critical hit, the character applies Mute to their enemy. (4)
  • Energize: On a critical hit, the character gains Hyper. (3)
  • Overclock: On a critical hit, the character gains Quick. (3)
  • Bulwark: On a critical hit, the character gains Shield. (3)
  • Venomous: On a critical hit, the character applies Poison to their enemy. (4)
  • Force Critical: When a character does a Critical Attack, they gain +10 FP. (3)

Attack Personal Skills

  • Marksmanship: Improves hit chance with ARMs attacks as FP increases. (5)
  • Quick Draw: Improves hit chance with Technique attacks as FP increases. (5)
  • Focus: Improves hit chance with Sorcery attacks as FP increases. (5)
  • Gunfighting: Improves damage with ARMs attacks as FP increases. (7)
  • Finest Arts: Improves damage with Technique attacks as FP increases. (7)
  • Sorcery: Improves damage with Sorcery attacks as FP increases. (7)
  • Creative: Increases the number of points a character can build Free Attacks with to 5 points and adds Slow, Break, Weaken, Quick, Shield, and Hyper to the attack Flags they can put on their Free Attacks. (8)

Reaction Personal Skills

  • Duck and Cover: Gives a bonus to Dodge against ARMs attacks. (5)
  • Parry: Gives a bonus to Dodge against Technique attacks. (5)
  • Barrier: Gives a bonus to Dodge against Sorcery attacks. (5)
  • Just A Scratch: Gives a bonus to Guard against ARMs attacks. (5)
  • Sentinel: Gives a bonus to Guard against Technique attacks. (5)
  • Sound Mind: Gives a bonus to Guard against Sorcery attacks. (5)
  • Reflexive Charge: A small chance to reduce damage by partially dodging an attack, when the character uses Charge to react. (3)
    • Flag Incompatibility: You can only have Reflexive Charge or Defensive Charge, not both.
  • Defensive Charge: A small chance to reduce damage by guarding an attack, when the character uses Charge to react. You can only have Reflexive Charge or Defensive Charge, not both. (3)
    • PS Incompatibility: You can only have Reflexive Charge or Defensive Charge, not both.
  • Force Evade: When a character does a Critical Dodge, they gain +10 FP. (3)
  • Force Guard: When a character does a Critical Guard, they gain +10 FP. (3)
  • Force Charge: When a character uses Charge, they gain +25 FP instead of +20 FP. (3)
  • Combo Breaker: When a character does a Critical Dodge or a Critical Guard, they reduce their opponent's Combo by 2 instead of 1. Characters cannot fall below 0 Combo. (4)

Form Personal Skills

  • Rival: Grants +25 CP and +13 AP to the mode with PS Rival. For most antagonists.
  • Fiend: Grants +50 CP and +25 AP to the mode with PS Fiend. For rare, especially potent antagonists. The Chapter 1 stat cap for forms with Fiend is 40. The Chapter 1 cap on attacks is a power level of 9.
  • Access: Grants +50 CP and +25 AP to the mode with PS Access. That mode also has a 10 FP surcharge on all actions. Access is meant to reflect rare, often temporary transformations that heighten a character's power for an increased energy cost. The Chapter 1 stat cap for forms with Access is 40. The Chapter 1 cap on attacks remains at a power level of 8.
  • Nemesis: Sets your CP and AP to end of Chapter maximums on that form. For very rare antagonists.

Attacks

There are three types of attacks: Free Attacks, Deathblows, and Signature Attacks.

  • Free Attacks do not have to be purchased ahead of time -- they can be built and changed on the fly. They have a limited number of effect flags and a firm limit on power level. Free Attacks, unless boosted by PS Creative, must be built on 4 CP or fewer. They can only use the following flags: Gatling, Reserve, Rush, Strike, Artillery, Pierce, Heal, Reload, Inspire, and Follow. This is improved to include Slow, Break, Weaken, Quick, Shield, and Hyper if they have PS Creative.
  • Deathblows are pre-built attacks that reflect a character's special moves. These must be purchased as part of your application, or through advancement. A character must attain a certain level of Force Points in order to fire upper-tier deathblows. Deathblows have a minimum of 4 AP and a maximum of 8 AP to build the attack.
  • Signature Attacks are very powerful pre-built attacks that are unique to a character. They both require and cost Force Points to fire. Signature Attacks have a minimum of 8 AP and a maximum of 14 AP to build the attack.

Attacks are scaled according to power levels of 0 to 10, and divided like so:

  • 0: Non-damaging attacks. This is typically only used for buffs.
  • 1-4: Deathblows or Free Attacks.
  • 5: Deathblows only; needs 15+ FP to fire.
  • 6: Deathblows only; needs 30+ FP to fire.
  • 7: Deathblows or Signature Attacks; needs 60+ FP and costs 10 FP to fire.
  • 8: Signature Attacks only; needs 75+ FP and costs 25 FP to fire.
  • 9: Signature Attacks only; needs 100+ FP and costs 50 FP to fire. PL 9 attacks cannot be purchased at the start of the game, unless the character has PS: Fiend.
  • 10: Signature Attacks only; needs 125+ FP and costs 75 FP to fire. PL 10 attacks cannot be purchased at the start of the game.

Attacks also have Flags, which do neat things like provide buffs and debuffs, or other special effects. Attacks are built on Attack Points (AP). For every 2 Character Points a character has, they get 1 Attack Point. Therefore, a starting character would have 100 CP and 50 AP.

Power levels are bought on a one-to-one basis with AP.

Attack Flags

Flags are listed below. The number in parentheses is their AP cost. They can be divided into the following categories:

  • Attack Improvement Flags: These improve an attack's capabilities directly, adding bonuses to hit chance, critical hit, damage, and other effects.
  • Status Effect Flags: These inflict debilitating status effects on the target.
  • Healing Flags: These grant temporary HP to the target and mitigate status effects.
  • Buff Flags: These grant buffs to the target.
  • FP Management Flags: These reduce FP costs, in exchange for having fewer effects on an attack.
  • Boss Flags: These are meant to assist in a boss fight. Typically, these should only be purchased by characters who are antagonists.

Attack Improvement Flags

  • Gatling: The attack receives a small boost to damage. It costs an additional 5 FP to use this attack. (2)
    • Combo Option: Instead of adding a small boost to the attack's damage, the PL of the attack is increased by 1. An attack can be raised to a maximum of an additional 4 PL, with each 1 PL costing 1 Combo. This does not raise the FP cost.
  • Area: The attack can hit multiple targets. It costs 10 FP per target beyond one to use (so a free attack costs 30 FP to hit four people; an attack that costs 50 FP would cost 80 FP to hit four people). (4)
  • Accurate: The attack will be more effective against defensive reactions. It costs an additional 25 FP to use this attack. (5)
  • Headshot: The attack has a higher critical hit chance. It costs an additional 10 FP to use this attack. (3)
    • Combo Option: The attack will always be a critical hit. This costs 3 Combo.
  • Artillery: The attack does double damage to anything with PS Gear on that form. (0)
  • Formation: When an attack with the Formation flag is reacted to, it gains +0.5PL per attack with Formation that has already been reacted to this turn, including itself, and up to a maximum of 4 PL. Thus, if a target reacted to six attacks with Formation in their queue that turn, those attacks would have +0.5PL, +1, +1.5, +2, +2.5, and +3 PL, respectively. It costs an additional 10 FP to use this attack. (2)
  • Pierce: The attack does 150% damage to any target that has any number of Temporary Hit Points. It costs an additional 10 FP to use this attack. (3)
    • Flag Incompatibility: Pierce may not be taken with Smite.
  • Smite: This attack does less damage, but ignores Temporary Hit Points. It costs an additional 15 FP to use this attack. (4)
    • Combo Option: The attack does full damage instead. This costs 2 Combo.
    • Flag Incompatibility: Smite may not be taken with Pierce.
  • Drain: Converts half of the damage done into temporary HP for the attacker, up to a maximum of 100 THP. If you have PS: Gear, you receive double THP to a maximum of 200 received THP and a maximum of 500 THP total. It costs an additional 20 FP to use this attack. (5)
  • Sneak: The attack shows as having only a Reserve flag instead of its true flags. It makes the expected damage output read as a PL3-PL4 attack regardless of its true PL. The attack looks like a Free attack, instead of a Deathblow or Signature Attack. If a false name has been set via +sneak/name, the attack will display with that name during +attack, +queue and +health, but reveal its true name when reacted to. (3)
  • Counter: When you use this attack, it does its ordinary damage based on PL and applies all flags normally. This also grants you the "Counter" Stance.

The next time that you Charge an attack against you, while Counter is up, you do a PL4 attack + all flags on the attack. Additionally, any Reflect Charges will be added to the PL of the counter attack. When you Charge, you gain no additional FP (including FP from PS: Force Charge).

Combo Options will never proc on an attack with Counter, nor will it cost any Combo to use.

The "Counter" Stance is cleared the moment you react to any attack. You are allowed to Charge an opponent besides the one that you used the original attack on.

It costs an additional 20 FP to use this attack. (4)

Multiple Attack Flags

NOTE: These flags may not be purchased until Chapter 2. However, some NPCs may use these flags during Chapter 1.

  • Link: You can use an attack with the Follow flag in the same turn. This flag does not cost extra FP, but always costs 3 Combo. If you use an attack with Link, your next attack must include Follow. (4)
  • Follow: This attack can be used after an attack with the flag Link (but does not have to be). After using this attack, it applies the Stagger debuff. Stagger prevents the use of Follow flag attacks for four rounds; Stagger cannot be cleansed by Restore. It costs an additional 10 FP to use this attack. (2)

Status Effect Flags

  • Poison: If the attack hits, it does damage over time for three rounds. If combined with the Artillery flag and hitting a target with PS Gear, Poison instead inflicts Corrode, which does increased damage over time for three rounds. It costs an additional 10 FP to use this attack. (2)
    • Combo Option: Poison will instead inflict Toxin (or Acid, if combined with the Artillery flag), which deals additional damage per tick. Toxin and Poison stack. This costs 1 Combo.
  • Disease: Prevents a character from receiving any additional temporary hit points for its duration. This attack also immediately burns off their existing temporary HP, then does 10% of their THP as damage. Disease lasts for three rounds. It costs an additional 10 FP to use this attack. (2)
    • Combo Option: The damage caused by burning THP off is 20% of their THP, rather than 10%. This costs 1 Combo.
  • Disrupt: Weakens use of the Charge command for three rounds. Characters under Disrupt do not get extra FP when they Charge. Disrupt also disables the extra FP gain from Force Critical, Force Guard, and Force Evade. It costs an additional 10 FP to use this attack. (2)
  • Interrupt: This attack, if successful, will reduce the target's Combo by 1. This attack costs an additional 20 FP to use. (4)
  • Shieldbreak: Weakens use of the Guard command for two rounds. Characters under Shieldbreak cannot achieve Critical Guard. It costs an additional 25 FP to use this attack. (5)
  • Entangle: Weakens use of the Evade command for two rounds. Characters under Entangle cannot achieve Critical Dodge. It costs an additional 25 FP to use this attack. (5)
  • Jam: Reduces ARMs for three rounds. It costs an additional 20 FP to use this attack. (4)
  • Cripple: Reduces Technique for three rounds. It costs an additional 20 FP to use this attack. (4)
  • Mute: Reduces Sorcery for three rounds. It costs an additional 20 FP to use this attack. (4)
  • Slow: Reduces Reflex for three rounds. It costs an additional 20 FP to use this attack. (4)
  • Break: Reduces Vitality for three rounds. It costs an additional 20 FP to use this attack. (4)
  • Weaken: Reduces Power for three rounds. It costs an additional 20 FP to use this attack. (4)
  • Infect: Adds one round to the duration Poison, Disease, Disrupt, Jam, Mute, Cripple, Weaken, Slow, and Break. It costs an additional 15 FP to use this attack. (3)

Healing Flags

  • Heal: Heal: Gives target 100 temporary hit points (maximum 250), instead of causing damage. A target with Gear receives 200 THP and has a maximum of 500. You need a minimum of 30 FP to use an attack with this flag. (3)
    • Flag Incompatibility: Heal, Hi-Heal, and Absorb cannot be taken on the same attack.
  • Hi-Heal: Gives target 200 temporary hit points (maximum 250), instead of causing damage. A target with Gear receives 400 THP and has a maximum of 500. It costs an additional 20 FP to use this attack. You need a minimum of 75 FP to use an attack with this flag. (5)
    • Flag Incompatibility: Hi-Heal cannot be taken with Efficient and/or Refined. Heal, Hi-Heal, and Absorb cannot be taken on the same attack.
  • Restore: Reduces the duration of Poison, Disease, Jam, Cripple, Mute, Slow, Break, Weaken, Disrupt, Shieldbreak, and Entangle by three rounds. Restore cannot be taken with Efficient. It costs an additional 10 FP to use this attack. (2)
    • Flag Incompatibility: Restore cannot be taken with Efficient.
  • Absorb: Gives the target (their current Reflect Charges * 50) temporary hit points (maximum 250), instead of causing damage. A target with Gear receives Reflect Charges * 100 THP and has a maximum of 500. It costs an additional 10 FP to use this attack. You need a minimum of 50 FP to use an attack with this flag. (3)
    • Flag Incompatibility: Absorb, Counter, and Reflect cannot be taken on the same attack. Heal, Hi-Heal, and Absorb cannot be taken on the same attack.
  • Reload: Gives target character 15 FP. Reload can never target yourself. It costs an additional 15 FP to use this attack. (3)
    • Combo Option: This flag costs 1 Combo instead of 15 FP.
    • Flag Incompatibility: Reload cannot be taken with either Refined or Efficient.
  • Inspire: Gives the target character 1 Combo. Inspire can never target yourself and cannot be taken with Refined and Efficient. It costs an additional 15 FP to use this attack. (3)
    • Combo Option: This flag costs 1 Combo instead of 15 FP.
    • Flag Incompatibility: Inspire cannot be taken with either Refined or Efficient.

Buff Flags

  • Quick: Improves Reflex for three rounds. This also replaces the Slow flag. It costs an additional 20 FP to use this attack. (4)
  • Shield: Improves Vitality for three rounds. This also replaces the Break flag. It costs an additional 20 FP to use this attack. (4)
  • Hyper: Improves Power for three rounds. This also replaces the Weaken flag. It costs an additional 20 FP to use this attack. (4)
  • Lock State: Poison, Disease, Jam, Cripple, Mute, Slow, Break, Weaken, Disrupt, Shieldbreak, Entangle, and Reaper cannot be applied to the character for two turns. It costs an additional 30 FP to use this attack. You need a minimum of 60 FP to use an attack with this flag. (6)
    • Flag Incompatibility: Lock State cannot be taken with both Efficient and Refined.
  • Riposte: This attack grants a minor Reflex bonus to the attacker for two turns, in addition to causing damage. It costs an additional 10 FP to use this attack. (3)
  • Cover: This attack grants a minor Vitality bonus to the attacker for two turns, in addition to causing damage. It costs an additional 10 FP to use this attack. (3)
  • Mighty: This attack grants a minor Power to the attacker for two turns, in additional to causing damage. It costs an additional 10 FP to use this attack. (3)
  • Reflect: This attack grants you the Reflect status effect as soon as you use it, regardless of the target. While you have Reflect on you, you gain Reflect Charges equivalent to one PL for each PL's worth of attack you suffer, to a maximum of 4. Reflect Charges can be expended through the Counter and Absorption flags. Reflect expires as soon as the Reflect Charges are used. It does not cost extra FP to use an attack with Reflect. (3)
    • Flag Incompatibility: Absorb, Counter, and Reflect cannot be taken on the same attack.

Resource Management Flags

  • Refined: This attack's FP cost is reduced by 5. This only applies to the base cost of the attack; it will not provide a discount for Access form surcharges or Area attacks. (1)
    • Flag Incompatibility: One attack cannot have both Refined and Efficient.
  • Efficient: This attack's FP cost is reduced by 10. This only applies to the base cost of the attack; it will not provide a discount for Access form surcharges or Area attacks. (2)
    • Flag Incompatibility: One attack cannot have both Refined and Efficient.
  • Chain: This attack always generates 2 Combo. It costs an additional 25 FP to use this attack. (5)

Zero Cost Flags

  • Reserve: If Reserve is the only flag on the list, attack gains +5 bonus to FP generation. (0)
  • Rush: If Rush the only attack flag on the list, the attack grants 1 Combo. (0)
  • Strike: If Strike is the only flag on the list, the attack gains an additional 1 PL. This will raise FP costs and requirements accordingly. (0)

Boss Flags

  • Crush: This flag only can be used when a character has Boss HP; it should be the only flag on their attack except Area. This attack, if it hits, deals 40% of the character's remaining HP. On a successful guard, it deals 30% of their remaining HP; on a successful narrow dodge, it deals 35%; on a successful critical guard, it deals 20%. It cannot knock a character out. It costs an additional 50 FP to use this attack. Crush also grants its targets 15 FP. (3)
  • Destroy: This flag removes all FP costs (but not FP minimums to unlock its use) from an attack. Instead, Destroy uses 3 of a boss's actions instead of the usual 1. Destroy also grants its targets 30 FP and cleanses Stagger. (2)
  • Ruin: This flag only procs when a character has Boss HP. This attack, if it hits, removes all buffs and Temporary HP from a character. It costs an additional 30 FP to use this attack. (6)
  • Reaper: The target receives damage equal to their FP gain, as well as Combo gain * 10, for three rounds. It costs an additional 30 FP to use this attack. (6)
  • Curse: The target is afflicted by Jam, Cripple, Mute, Slow, Break, and Weaken. It costs an additional 50 FP to use this attack. (10)
  • Malfunction: Locks down the use of ARMs attacks for two rounds. You can only be afflicted by Silence, Malfunction, or Pressure Point (never two or three) at any given time. Please note that this attack is restricted and cannot be applied for. It is documented here so you will be aware of its existence, if targeted. (4)
  • Pressure Point: Locks down the use of Technique attacks for two rounds. You can only be afflicted by Silence, Malfunction, or Pressure Point (never two or three) at any given time. Please note that this attack is restricted and cannot be applied for. It is documented here so you will be aware of its existence, if targeted. (4)
  • Silence: Locks down the use of Sorcery attacks for two rounds. You can only be afflicted by Silence, Malfunction, or Pressure Point (never two or three) at any given time. Please note that this attack is restricted and cannot be applied for. It is documented here so you will be aware of its existence, if targeted. (4)

List of Commands

  • +stats/+stats <form>: Stat viewer. +stats displays the form you are currently in; +stats <form> displays <form>.
  • +form <form>/+mode <form>: Switches your current form to <form>.
  • +health: Displays your personal +health, including form name, a banner announcing special form-defining Personal Skills, HP, FP, Force Level, Status, a banner reporting Boss status and remaining Boss actions, and a short queue.
  • +force <Force Action>(=<target>(/<attacker>)): Activates Force Actions. Most Force Actions take no arguments. Mystic requires a target. Protect requires both a target and an attacker.
  • +boss/act <Action>: Activates Boss Actions. Currently, no Boss Actions take arguments.
  • +heal/<switch>: Full heal command. Takes /full, /boss <x> for boss health, or /optional <x> for optional boss heal. <X> is the number of opponents.
  • +freeattack <attack name>|<power level>|<type>|<Flags>|<separated>|<thusly>: Adds a Free attack to your current form.
  • +sneak/name <false name>: Sets a false attack name that any Sneak attacks will use.
  • +sneak/clear: Clears your false attack name for Sneak attacks. They will use their real names.
  • +attacks: Lists your current form's attack list.
  • +attack <target>=<attack name>: Attacks a target with an attack from your list on your current form.
  • +evade <target>: Uses the Evade reaction against an opponent in your queue.
  • +guard <target>: Uses the Guard reaction against an opponent in your queue.
  • +charge <target>: Uses the Charge reaction against an opponent in your queue.

See also...