Gunslinger

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"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 Dream Chasers' coded combat system. It's used to simulate pitched battles between individuals, as well as fights where multiple characters face off against a common foe.

Basics

At its core, Gunslinger is similar to the player-versus-player combat systems used by other MUSHes. Players participating in a Gunslinger-based combat scene use attacks to deplete their opponents' health, while keeping their opponent from depleting their health. Gunslinger is designed to aid in fun and engaging combat scenes--ultimately, the goal is for all players involved to have fun, regardless of whether they win or lose.

The following concepts are essential elements of the Gunslinger system:

  • Hit Points (HP) measure a character’s current health. The base maximum HP for all characters is 750; this can be adjusted by certain Personal Skills, such as Gear. Incoming damage reduces a character's HP -- when reduced to 0 or below, that character is Knocked Out, and can no longer fight. Depending on the circumstances, this might mean that the character is unconscious, or simply too wounded to make further combat a wise idea. HP cannot be restored in combat.
  • Temporary Hit Points (THP) represent healing from in-combat spells, items, and so forth. Each character starts combat with 0 THP, and can gain THP through the use of attacks with certain flags. THP serves as a buffer -- incoming damage reduces a character's THP first, and only carries over if any damage remains if their THP is reduced to 0. A character's THP has a cap equal to half of their maximum HP, and no single healing effect can grant this full total. THP lasts for three rounds, but granting a target new THP resets this duration. Certain attack flags affect targets with THP differently, providing counters to in-combat healing.
  • Attacks are techniques, spells, and other moves that characters use to injure opponents, heal allies, and affect combatants' capabilities in various ways. They come in four different tiers, and are customized using a point-buy system.
  • Character Points (CP) and Attack Points (AP) are used to build a character's Gunslinger statistics. CP are spent on a character's ability scores and Personal Skills (PSes), while AP are spent on attacks. For more information on CP and AP, see Advancement.
  • Forms represent various approaches a character may take in combat. On DC, a form should represent a significant angle of attack. All characters have at least one form, which represents their standard approach in combat whether that be their skill in traditional combat, literal gunslinging or a mastery of the magical arts. Characters may opt to have additional forms if their players choose. This could represent a character being on foot versus in a Gear or similar, tapping into forbidden reserves of power versus themselves as they normally are, or any other means so long as it represents some shift from their standard approach in combat. There are no limits to the number of forms a character may have. If it is appropriate for them to do so, alternate forms may have dungeon stats and tools and these may differ from a character's standard set.
  • Force Points (FP) are used to activate higher-level attacks and special commands called Force Actions. Your character begins combat with some FP, and accumulates more by performing combat actions. Personal Skills may modify your character's FP gain, or provide them with additional starting FP.
  • Combo is a resource that is spent automatically to activate Combo Options -- special effects that enhance your character's attacks. Each Combo Option has unique effects, as well as its own cost. By default, characters begin combat with 0 Combo, and can store up to 4 Combo at once. Certain Personal Skills can modify your character's starting or maximum Combo, and provide them with ways to gain Combo beyond the ones common to all characters.
  • Buffs and debuffs are persistent effects that are applied by attacks during combat. Buffs improve a character's capabilities, while debuffs hinder and impair them. Both buffs and debuffs have set durations, but they can be extended, removed, or temporarily duration-locked by other effects.
  • Stances are also persistent combat effects, but unlike buffs and debuffs, they last until removed or changed by the character using them. There are four basic Stances, each with its own benefits and drawbacks; a character may only use one of these four Stances at a time. A fifth Stance, Counter, augments a character's +charge reaction, and can be used in conjunction with the other four.

Force Points and Force Actions

Force Points

Force Points are a resource gained with every action and reaction. As characters accumulate FP, they unlock more powerful attacks; by spending FP, they can use those attacks, as well as Force Actions.

The following Gunslinger actions grant FP:

  • Preparing for a Gunslinger battle with the +heal/full command grants a character (CP / 10) FP.
  • Assigning an Attack with the +attack command grants a character 15 FP.
  • Reacting to an attack with the +evade or +guard commands grants a character 15 FP.
    • Successfully Evading or Guarding an attack has a chance to grant them an additional 10 FP, for a total of 25 FP.
  • Charging an Attack grants a character 25 FP plus additional FP based on the PL of the incoming attack. +5 FP (30) for PL 0, +10 FP (35) for PL 1-4, +15 FP (40) for PL 5-7, +30 FP (55) for PL 8, +40 FP (65) for PL 9, or +50 FP (75 FP) for PL 10 or higher.
  • Reacting to an attack with the +accept command grants you 5 FP.

Certain Personal Skills can add new circumstances to this universal list. For example, a character with PS Countermeasures receives 10 FP when they react to an ARM-Typed attack.

Force Actions

Force Actions are general-purpose buffs, which may be used before making an attack, or before reacting to an attack in your character's queue. They aren't purchased with CP or AP, but each character may only have four Force Actions per form. Each Force Action costs 20 FP to use, and a player may use as many as they wish, as long as their character has enough FP to pay the cost. "All Force Actions (excepting the effects of Mystic and Boost) last for the entirety of a character's turn, and only their turn."

Players may choose their characters' Force Actions from the following list:

  • Lock On: The character's attacks have a bonus to hit against both Guard and Evade reactions.
  • Accelerate: The character's reactions have a bonus to Reflex.
  • Full Clip: The character's attacks have a bonus to Power.
  • Guard: The character's reactions have a bonus to Vitality.
  • Fury Shot: The character's attacks gain the Artillery and Pierce flags.
  • Snipe: The character's attacks have a bonus to Critical Hit.
  • Boost: The character gains 2 Combo.
  • Mystic: The target character gains 100 THP, and all buffs on them gain an additional 2 rounds of duration. The targeting syntax is "+force Mystic=<target>".
  • Extend: The character's attacks gain the Area flag.

You can cancel force actions before attacking, but not after finalizing your round. This is accomplished with the command '+force/cancel'.

Condition Green

Whenever a character accumulates 125 or more FP, they enter a state called CONDITION GREEN. While in "CONDITION GREEN", the character receives significant bonuses to all actions and Reactions. Additionally, the first time a character enters "CONDITION GREEN" in a fight, the duration of all buffs on them increases by 1 round, while the duration of all debuffs on them decreases by 1 round. A character remains in CONDITION GREEN as long as they have 125 or more FP, and they can reenter the state after leaving it if their FP total above the threshold again. The Personal Skill Healthy grants additional THP when a character enters "CONDITION GREEN".

Combo

All characters can gain Combo under the following circumstances:

  • Any attack has a small chance of granting the attacker 1 Combo.
  • Attacks with the Rush flag automatically grant the attacker an additional 1 Combo, regardless of whether or not they hit.
  • Attacks with the Chain flag automatically grant the attacker an additional 2 Combo, regardless of whether or not they hit.
  • Attacks with the Inspire flag automatically grant the target 1 Combo.
  • The Boost Force Action automatically grants the user 2 Combo when used.

Certain Personal Skills can add new circumstances to this universal list. For example, a character with PS Protector receives 1 Combo when they use the +defend command to take another character's attack onto themselves.

Combo is spent on Combo Options, which modify attack flags in various ways. If an attacker has enough Combo in their pool to pay for a flag's Combo Option, the Combo Option will take effect, and the appropriate amount of Combo is automatically deducted from the attacker's Combo pool.

Since many attacks have more than one flag, Combo is spent according to a priority list. Prioritization starts with the first flag on the list, and moves downward. If your character's Combo is depleted by a higher-priority flag, the Combo Option for any lower-priority flags will not fire. When designing attacks that use Combo Options, it is important to use this list, provided below, which includes all applicable flags:

  1. Headshot
  2. Poison
  3. Interrupt
  4. Link
  5. Inspire
  6. Reload
  7. Gatling

For example: A character with 1 Combo uses an attack with the Inspire flag, which has a Combo Option that costs 1 Combo. 1 Combo is automatically deducted from that character's Combo Pool, and the Combo Option takes effect. Later, that same character has 1 Combo in their pool, and uses an attack with Poison and Interrupt. Poison's Combo Option costs 1 Combo, and Interrupt's Combo Option costs 1 Combo. Since Poison is higher in priority than Interrupt, the character will automatically spend 1 Combo to pay for Poison's Combo Option, and have insufficient Combo to pay for 1 Combo to pay for Interrupt's Combo Option. Poison's Combo Option will take effect, while Interrupt's will not.

Please see the section on attack flags for more information about individual Combo Options.

Combat Reactions and Flow

Coded combat on Dream Chasers MUSH proceeds using the following steps:

Preparation and Setup

Players should ensure that their characters are fully-healed using the +heal/full command. In one-on-one fights, the expected etiquette is for the players of both characters to use this command immediately before combat begins. If several characters are fighting one character, that character's player may use the +heal/boss command to grant their character "Boss HP" -- a proportionately-larger health pool appropriate for fights against multiple opponents at once.

In the event players wish to represent a more difficult fight, they may use the command +heal/optional instead. +heal/optional grants a larger pool of Boss HP, making a boss more difficult to defeat. There also exists +heal/timed, representing fights or situations in combat where the goal is to survive or reach a turning point rather than to defeat a boss. See more information below on all the boss fight types under Boss Fights.

In one-on-one fights, players come to an agreement on who attacks first. In cases of disagreement, a coin flip using the +flip command is appropriate. A boss always has the option to attack first.

Attack

The player of the character making an attack poses their character's attack, and then uses the +attack command to designate both the attack they want to use and the target of that attack. This command places the attack in the target's Attack Queue, a list of all attacks that have been made against them this round. If the attacking character's player wishes to use a Force Action, they must do so before using the +attack command in order for it to take effect.

Reaction

Once one or more attacks have been placed in a character's queue, that character's player must react to them. All characters have access to three general Reactions:

  • Charge: The character charges into an attack. This Reaction has poor mitigation, but improved FP generation, when compared to the other Reactions. It can produce one of the following results:
    • Success: The attack inflicts reduced damage on the character.
    • Partial Success: The attack inflicts reduced damage on the character, but more than on a Success.
    • Failure: The attack inflicts full damage on the character.
    • Critical Failure: The attack inflicts full damage on the character, as well as significant bonus damage.
  • Evade: The character attempts to dodge an attack. This Reaction has good mitigation, and has the potential to completely negate incoming damage, but is somewhat less reliable than Guard. It can produce one of following results:
    • Critical Success: The attack inflicts no damage on the character.
    • Success: The attack inflicts reduced damage on the character.
    • Partial Success: The attack inflicts reduced damage on the character, but more than on a Success.
    • Failure: The attack inflicts full damage on the character.
    • Critical Failure: The attack inflicts full damage on the character, as well as a small amount of bonus damage.
  • Guard: The character attempts to block an attack. This Reaction cannot completely mitigate an attack, but is more consistent than Evade. can produce one of the following results:
    • Critical Success: The attack inflicts very little damage on the character.
    • Success: The attack inflicts reduced damage on the character.
    • Partial Success: The attack inflicts reduced damage on the character, but more than on a Success.
    • Failure: The attack inflicts slightly-reduced damage on the character.
    • Critical Failure: The attack inflicts full damage on the character.
  • Accept: The character allows the attack to hit, taking full damage, gaining 5 FP, and forfeiting all chance at mitigation. This Reaction is intended for use against beneficial attacks, such as Buffs.

In addition to reducing or completely negating damage, achieving a Critical Guard or Critical Evade on a Reaction roll will prevent any Debuffs on the attack from taking effect.

The defending character's player uses either the +charge, +guard, or +evade command, depending on which Reaction they want their character to perform. They designate the attack they wish to respond to by using its number in their Attack Queue. Once the defending character's player enters their chosen command, the attack resolves and produces a result.

If a player wishes to intentionally accept a hit for dramatic purposes, they have three options. The first is to +charge; this is a normal reaction within the rules, but precludes making use of a character's full defenses, as noted in its writeup. If a player would like for their character to specifically fail a reaction, they may use either the +guard/fail or +evade/fail commands. Their use is invisible; they present to the room as normal, but failed, reactions of each type, though staff's csys monitoring tools will keep a record of them. These commands are not obligatory in any way, and exist for players who wish to take narrative hits outside the standard combat system procedures while still participating in the fight otherwise. Please use these instead of just +accepting offensive attacks!

An additional command exists if a player wishes to emit a KO message regardless of their character's HP total. This command, +selfko, is not binding, and is intended as a convenience for non-standard losses, such as a powerful effect agreed upon in the scene that is not reflected mechanically.

The attack resolution process trades off between players--or, in the case of a boss fight, proceeds in rounds, alternating between the boss and the characters fighting them. Combat proceeds using this series of steps until one party is defeated, typically by being Knocked Out or stopping the fight through narrative means.

Defending Characters

Any character can take an attack targeting another character onto themselves. This is done with the syntax +defend target/attacker (target being the one being defended, and attacker being the one generating the attack). This will take the attack affecting the target and add it to the defender's queue. This action costs 0 FP and can be done at any time as long as there is an attack to defend. It's recommended to discuss this action with the character being defended first.

For Link/Follow attacks and other cases where there are more than one attack on a character, the attack at the top of the target's queue is the one that is defended.

Gears

Functionally, combat between Gears--or other, similarly-scaled entities--is almost identical to combat between human-scaled characters. Forms that represent Gear-scaled entities always have PS Gear, which increases that form's base HP to 1500, effectively giving them twice as much health as a human-scaled entity. Forms with PS Gear are automatically treated as if they have the Artillery flag on all attacks. It does not need to be selected on attacks.

Nevertheless, Gears are narratively powerful, and extremely dangerous to human-scaled opponents. Any player who wishes to deploy their character's Gear against a human-scaled opponent must have that player's consent. Players should not deploy their characters' Gears mid-combat without permission.

The Artillery flag may be used by forms that don't have PS Gear. Narratively, these attacks represent things that can inflict significant damage on Gear-scale entities, such as massive, devastating attack spells, or large-caliber anti-vehicle ARMs.

Staff will evaluate all requests for PS Gear or the Artillery flag during the application process. They should only be applied to appropriate forms and attacks. If more than half of a character's attacks have the Artillery flag, staff will require them to purchase PS Tankbuster.

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.
  • Vitality: How capable a character is of absorbing punishment. It influences Guard success/fail rate.
  • Power: How capable a character is of dealing damage. 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.

Secondary statistics affect both a character's attacks and reactions. They not only increase the effectiveness of all attacks of that Type, they increase a character's effectiveness at defending against attacks of that Type. It's important to note that this effectiveness is comparative. If two masters of the blade fight one another, they might find themselves evenly matched--whereas if one of them fought a sorcerer, the fight might look very different.

Boss Fights

We have three kinds of boss fights at Dream Chasers. For most situations, players should use the +heal/boss <x> command. This command sets their character's maximum HP to a much higher value, depending on the value x--the number of characters their character is fighting. The character's maximum Combo pool and FP pool increase proportionately, as does the minimum FP that the character requires to reach Condition Green. This command also replaces the character's limit of one attack per round with Boss Actions. A boss has a number of Boss Actions per round equal to the value x in the command above.

The second form of boss fight uses the command +heal/timed <x>. This sets the boss character's maximum HP to 99,999 and replenishes their HP completely at the end of every round. Timed fights last for five rounds. All other values function identically to +heal/boss. This form of boss fight represents fights where survival is more important than victory. The boss counts down their timer at the end of each of their turns by using the command +boss/turn. With the exception of when this is part of a posted scene that advertises this feature, the boss character's player should have permission of those they are fighting before using this command.

If the situation calls for an especially-difficult boss fight, +heal/optional <x> can be used to give a boss a higher maximum HP. As with timed fights, the player of the boss character should have the permission of the other players before using this option if not advertised as part of a scene.

Boss Actions

Bosses always receive a number of actions per turn equal 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. Please note that this is meant to represent a dramatic "final round" of combat. Be considerate of other players when choosing your attacks, and remember that the ultimate goal is to keep the fight engaging.

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 Tankbuster..
  • Resource Personal Skills: These affect resource pools (FP, Combo) in some way or another, modify certain non-damaging effects, or provide stat boosts under certain conditions.
  • 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.
  • Status Personal Skills:' These change the way a character interacts with debuffs.
  • 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 form with this PS represents a large robot, vehicle, or especially large monster. It starts combat with 1000 HP instead of 500. (0)
    • PS Incompatibility: This PS may not be taken on the same form as PS Tankbuster.
  • Tankbuster: All attacks deal additional damage to anything with PS Gear. This is superseded by attacks with the Artillery Flag. (3)
    • PS Incompatibility: This PS may not be taken on the same form as PS Gear.

Resource Personal Skills

  • Arcane Font: This character gains 10 FP when reacting to a Sorcery attack. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Countermeasures or PS Power Burst.
  • Bad Luck: This character is less likely to score a Critical Hit, or to achieve a Critical Reaction against an attack targeting them. They gain 1 Combo whenever they are Critically Hit, or whenever the target of one of their attacks achieves a Critical Reaction. They also gain 5 FP on a failed reaction. (4)
  • Cautious: This character gains 40 THP if in Stoic Stance at the end of their turn. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Daredevil.
  • Countermeasures: This character gains 10 FP when reacting to an ARM attack. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Arcane Font or PS Power Burst.
  • Daredevil: This character gains 10 FP if in Avenger Stance at the end of their turn. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Cautious.
  • Finesse: This character starts combat with an additional 1 Combo. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Forceful.
  • First Strike: This character gains a bonus to all of their statistics when their current HP is equal to or greater than 75% of their maximum HP. (6)
    • PS Incompatibility: This PS may not be taken on the same form as PS Last Stand.
  • Forceful: This character starts combat with an additional 10 FP. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Finesse.
  • Gleam: At the end of this character's turn, they gain 5 additional FP if they remain affected by Amplify, Burst, Cover, Hyper, Lock State, Mighty, Quick, Riposte, Shield, or Surge. This bonus caps at 5 FP, regardless of how many of these effects the character benefits from. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Sufferer.
  • Green Thumb: Whenever this character uses an attack with the Heal, Hi-Heal, Full-Heal or Absorb flags, the target gains more THP than usual, scaling with the user's current FP total. This does not affect Regen. (7)
  • Healer: Whenever this character uses an attack with the Heal, Hi-Heal, Absorb, Lock State, Quick, Shield, Hyper, Surge, Burst, Amplify, Blitz, Regen, Full-Heal, or Pray flags, they gain 1 Combo. (8)
    • PS Incompatibility: This PS may not be taken on the same form as PS Tactician or PS Onslaught.
  • Limit Break: This character's maximum Combo is increased by 1. (5)
  • Last Stand: This character gains a bonus to all of their statistics when their current HP is equal to or less than 25% of their maximum HP. (6)
    • PS Incompatibility: This PS may not be taken on the same form as PS First Strike.
  • Power Burst: This character gains 10 FP when reacting to a Technique attack.
    • PS Incompatibility: This PS may not be taken on the same form as PS Arcane Font or PS Countermeasures.
  • Onslaught: Whenever this character makes an attack with a PL of 6+, they gain 1 Combo. This excludes attacks with the Rush, Reserve, and Strike flags, but stacks with all other means of gaining Combo. (8)
    • PS Incompatibility: This PS may not be taken on the same form as PS Healer or PS Tactician.
  • Protector: This character gains 1 Combo whenever they use Defend to take on an attack meant for another character. Their Reaction to this transferred attack receives a bonus. (6)
  • Saboteur: This character spends 5 fewer FP on attacks with the Slow, Break, Weaken, Jam, Cripple, Mute, Infect, Poison, Disease, Disrupt, Shieldbreak, Entangle, Misery, Blind, Drowsy, or Hex flags. This discount applies once for each of these flags present on the attack. (6)
  • SOS Overdrive: This character gains 25 FP when they fall below 25% of their maximum HP. THP does not affect this value. (5)
  • Sufferer: At the end of this character's turn, they gain 5 additional FP if they remain afflicted by Blind, Break, Corrode, Cripple, Disease, Disrupt, Drowsy, Entangle, Jam, Malfunction, Mute, Poison, Pressure Point, Reaper, Shieldbreak, Silence, Slow, Weaken, Hex, or Delay. This bonus caps at 5 FP, regardless of how many of these effects the character suffers from. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Gleam.
  • Supply Chain: This character spends 5 fewer FP on attacks with the Absorb, Heal, Hi-Heal, Quick, Shield, Hyper, Surge, Burst, Amplify, Pray, Regen, Blitz, Full-Heal, or Lock State flags. This discount applies once for each of these flags present on the attack. (6)
  • Tactician: Whenever this character uses an attack with the Delay, Slow, Break, Weaken, Jam, Cripple, Mute, Infect, Poison, Disease, Disrupt, Shieldbreak, Entangle, Misery, Blind, Drowsy, or Hex flags, they gain 1 Combo. (8)
    • PS Incompatibility: This PS may not be taken on the same form as PS Healer or PS Onslaught.

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)

Critical Hit Personal Skills

  • Butcher: This character's Critical Hits do increased damage. (6)
    • PS Incompatibility: This PS may not be taken on the same form as PS Sniper.
  • Force Critical: When one of the character's attacks scores a Critical Hit, they gain an additional 10 FP. (3)
  • Sniper: This character gains a bonus to their Critical Hit roll. (6)
    • PS Incompatibility: This PS may not be taken on the same form as PS Butcher.
  • Tough: This character takes reduced damage from Critical Hits. (5)

Attack Personal Skills

  • Brute: The character's free attacks gain the Brutal1 tag, and when they use an attack with a Brutal flag, its cost is reduced by 5 FP. The character's non-Free attacks with Brutal flags receive a bonus to damage. (6)
    • PS Incompatibility: This PS may not be taken on the same form as PS Deadeye.
    • Note: This means that Brutal1 is strictly better for an offensive attack than Refined for the same AP cost.
  • Bulwark: The character's free attacks and Deathblows have a chance to grant them the Shield Buff. (5)
    • PS Incompatibility: No form may have more than two of the following: PS Gremlins!, PS Dirty Fighter, PS Silencer, PS Venomous, PS Energize, PS Overclock, and PS Bulwark.
  • Creative: The character can build Free Attacks using up to 5 AP, and their PL cap increases to PL 5. Break, Cover, Formation, Headshot, Hyper, Infect, Interrupt, Mighty, Quick, Riposte, Shield, Slow, and Weaken become additional valid flags for Free Attacks. If this mode also has PS Gear, the character may construct Free Attacks using the Artillery flag as well as one other valid flag of their choice. (8)
  • Deadeye: The character's free attacks gain the Accurate1 tag, and when they use an attack with an Accurate tag, its cost is reduced by 5 FP. The character's non-Free attacks with Accurate flags receive a bonus to damage. (6)
    • PS Incompatibility: This PS may not be taken on the same form as PS Deadeye.
    • Note: This means that Accurate1 is strictly better for an offensive attack than Refined for the same AP cost.
  • Dirty Fighter: The character's offensive Free Attacks have a chance of inflicting the Cripple Debuff on their target. When they use an attack with the Cripple flag, it has an improved chance to hit. (4)
    • PS Incompatibility: No form may have more than two of the following: PS Gremlins!, PS Dirty Fighter, PS Silencer, PS Venomous, PS Energize, PS Overclock, and PS Bulwark.
  • Energize: The character's free attacks and Deathblows have a chance to grant them the Hyper Buff. (5)
    • PS Incompatibility: No form may have more than two of the following: PS Gremlins!, PS Dirty Fighter, PS Silencer, PS Venomous, PS Energize, PS Overclock, and PS Bulwark.
  • Finest Arts: The character inflicts additional damage with Technique attacks as their FP increases. (7)
  • Focus: The character's chance to hit with Sorcery attacks increases as their FP increases. (5)
  • Gambler: The character's attacks with the Gamble flag have even greater variance. The character gains 1 Combo when using the Gamble, Roulette, Misery, and Pray flags. (5)
  • Gremlins!: The character's offensive Free Attacks have a chance of inflicting the Jam Debuff on their target. When they use an attack with the Jam flag, it has an improved chance to hit. (4)
    • PS Incompatibility: No form may have more than two of the following: PS Gremlins!, PS Dirty Fighter, PS Silencer, PS Venomous, PS Energize, PS Overclock, and PS Bulwark.
  • Gunfighting: The character inflicts additional damage with ARMs attacks as their FP increases. (7)
  • Marksmanship: The character's chance to hit with ARMs attacks increases as their FP increases. (5)
  • Overclock: The character's free attacks and Deathblows have a chance to grant them the Quick Buff. (5)
    • PS Incompatibility: No form may have more than two of the following: PS Gremlins!, PS Dirty Fighter, PS Silencer, PS Venomous, PS Energize, PS Overclock, and PS Bulwark.
  • Quick Draw: The character's chance to hit with Technique attacks increases as their FP increases. (5)
  • Silencer: The character's offensive Free Attacks have a chance of inflicting the Mute Debuff on their target. When they use an attack with the Mute flag, it has an improved chance to hit, and the duration of the Mute Debuff increases by 1 turn. (4)
    • PS Incompatibility: No form may have more than two of the following: PS Gremlins!, PS Dirty Fighter, PS Silencer, PS Venomous, PS Energize, PS Overclock, and PS Bulwark.
  • Sorcery: The character inflicts additional damage with Sorceryattacks as their FP increases. (7)
  • Venomous: The character's offensive Free Attacks have a chance of inflicting the Poison Debuff on their target. When they use an attack with the Poison flag, it has an improved chance to hit, and the duration of the Poison Debuff increases by 1 turn. (4)
    • PS Incompatibility: No form may have more than two of the following: PS Gremlins!, PS Dirty Fighter, PS Silencer, PS Venomous, PS Energize, PS Overclock, and PS Bulwark.
  • Widespread: When used in conjunction with the Area effect, the character's Deathblows cost 5 FP per additional target rather than 10. (4)

Reaction Personal Skills

  • Barrier: The character gains a bonus to Dodge against Sorcery attacks. (5)
  • Bishop: The character's outgoing Counterattacks are always Typed as Sorcery, and gain a bonus to PL. The character begins in Counter stance. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Knight or PS Rook.
  • Defensive Charge: As of Gunslinger 2.0, this PS is deprecated. It is retained here temporarily for reference purposes.
  • Duck and Cover: The character gains a bonus to Dodge against ARMs attacks. (5)
  • Just A Scratch: The character gains a bonus to Guard against ARMs attacks. (5)
  • Knight: The character's outgoing Counterattacks are always Typed as Technique, and gain a bonus to PL. The character begins in Counter stance. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Bishop or PS Rook.
  • Parry: The character gains a bonus to Dodge against Technique attacks. (5)
  • Reflexive Charge: As of Gunslinger 2.0, this PS is deprecated. It is retained here temporarily for reference purposes.
  • Rook: The character's outgoing Counterattacks are always typed as ARM, and gain a bonus to PL. The character begins in Counter stance. (4)
    • PS Incompatibility: This PS may not be taken on the same form as PS Bishop or PS Knight.
  • Sentinel: The character gains a bonus to Guard against Technique attacks. (5)
  • Sound Mind: The character gains a bonus to Guard against Sorcery attacks. (5)

Status Personal Skills

  • Blind Ward: The character is immune to the Blind debuff. (6)
  • Break Ward: The character is immune to the Break debuff. (6)
  • Cripple Ward: The character is immune to the Cripple debuff. (5)
  • Disrupt Ward: The character is immune to the Disrupt debuff. (4)
  • Drowsy Ward: The character is immune to the Drowsy debuff. (6)
  • Jam Ward: The character is immune to the Jam debuff. (5)
  • Mute Ward: The character is immune to the Mute debuff. (5)
  • Poison Ward: The character is immune to the Poison debuff. (4)
  • Slow Ward: The character is immune to the Slow debuff. (6)
  • Weaken Ward: The character is immune to the Weaken debuff. (6)
    • It is not recommended to take more than three of these Wards in general circumstances.

Form Personal Skills

  • Access: The character gains an additional 50 CP and 25 AP, which are spent normally. While this mode is active, it imposes a 10 FP surcharge on all of the character's actions. This PS is suitable for temporary transformations that heighten a character's power, at a cost.
  • Fiend: The character gains an additional 50 CP and 25 AP, which are spent normally. The maximum PL of their Signatures is PL 9. This PS is suitable for fearsome, experienced Antagonists.
  • Nemesis: The character is built using end-of-chapter CP and AP maximums. In the case of Chapter 2, these are now 300 CP and 150 AP. This can stack with the CP bonus granted by PS Fiend. This PS is suitable for Antagonists who are effectively the end bosses of a Chapter.
  • Rival: The character gains an additional 25 CP and 13 AP, which are spent normally. This PS is a suitable choice for most Antagonists.
  • Squad: The character represents a group, squad, or horde instead of a single target. They take 150% normal damage from attacks with the Area flag.

Attacks

Players construct their characters' attacks using Attack Points (AP). A character receives 1 AP for every 2 CP they earn -- for example, a character with 200 CP would have 100 AP with which to construct attacks. Attacks have two key traits: Power Level and Flags. An attack's Power Level helps determine how much damage it inflicts. An attack's Flags represent additional effects associated with the attack, such as buffs or debuffs. Power Levels are bought with AP on a one-to-one basis, while Flags have special costs, listed in their entries below. No attack may have more than five Flags.

There are four types of attacks: Free Attacks, Deathblows, Signature Attacks, and Mystic Artes.

  • Free Attacks do not have to be purchased ahead of time -- they can be built and changed on the fly, and while they are constructed like all other attacks, any AP spent on them doesn't count towards a character's AP total. They have a limited number of effect flags, and a firm limit on power level. Free attacks may only have one flag on them at a time, and unless built using a form with PS Creative, they must be built on 4 AP or fewer.
    Free Attacks can only use the following flags: Artillery, Bold, Cancel, Follow, Gamble, Gatling, Heal, Inspire, Withdraw, Advance, Pierce, Prudent, Reload, Reserve, Rush, and Strike.
    If the character has PS Creative, the flags are improved to include: Break, Cover, Formation, Headshot, Hyper, Infect, Interrupt, Mighty, Quick, Riposte, Shield, Slow, and Weaken. Free Attacks with Creative may also be built up to a power level of 5, out of a pool of 5 AP.
    Free Attacks may be cleared with +freeattack/sweep. Note that this will remove ALL current Free Attacks!
  • 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 are built using a minimum of 4 AP and a maximum of 10 AP. Normal forms cannot have more Signatures than Deathblows. Access forms are not subject to this restriction.
  • 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 are built using a minimum of 8 AP and a maximum of 16 AP. At this time, Signature Attacks must be either PL 0, or PL 7+. Again, except for Access forms, a form should have fewer Signatures than Deathblows.
  • Mystic Artes are extremely powerful pre-built attacks that are unique to a character and represent the apex of their abilities. As a result, each character can only have one Mystic Arte per form. Mystic Artes may function like any other attack but have the following restrictions: Mystic Artes may not use Link or Follow (they are not a part of another attack, they are the attack) and as with Follow, using a Mystic Arte inflicts the Stagger debuff. This debuff prevents the use of another Mystic Artes or attacks with the Link Flag, and expires after four rounds; this duration cannot be reduced. Additionally, at this time, Mystic Artes must be either PL 0 or 7+. Mystic Artes are built using a minimum of 8 AP and a a maximum of 20 AP. Mystic Artes have a discount of 15 FP, which stacks with other discounts. Mystic Artes count as Signatures when determining attack ratios.

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

  • 0: Non-damaging attacks, typically buffs and heals. Can be Deathblows, Free Attacks, Signatures, or Mystic Artes.
  • 1-4: Deathblows or Free Attacks.
  • 5: Deathblows only (without PS Creative); needs 15+ FP to fire.
  • 6: Deathblows only; needs 30+ FP and costs 5 FP to fire.
  • 7: Signature Attacks or Mystic Artes; needs 60+ FP and costs 10 FP to fire.
  • 8: Signature Attacks or Mystic Artes; needs 75+ FP and costs 25 FP to fire.
  • 9: Signature Attacks or Mystic Artes; needs 100+ FP and costs 50 FP to fire. PL 9 Signature Attacks cannot be purchased without PS Fiend.
  • 10: Mystic Artes; needs 125+ FP and costs 75 FP to fire. PL 10 Mystic Artes cannot be purchased without PS Fiend.

It is possible with stacking various attack flags to have an attack with an effective PL greater than 10. Note that attacks with effective PLs over 11 are subject to diminishing returns on damage.

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 powerful 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, but can also be used against single opponents. Typically, these should only be purchased by characters who are antagonists.

Attack Improvement Flags

  • Accurate1-Accurate5: (ACC1-ACC5) This attack imposes a scaling penalty to Evade reactions depending on the level of this flag. These levels cost 0, 5, 10, 15, and 20 FP, with minimums of 5, 10, 15, 20, and 25. (1,2,3,4,5)
    • Flag Incompatibility: These flags are incompatible with other Accurate flags, as well as any Brutal flags.
  • Area: (AREA) This attack can hit multiple targets, and inflicts additional damage on targets with PS Squad. It costs 10 additional FP for each additional target. (For example, an attack that normally costs 0 FP would cost 30 FP if the attacker wished to attack four targets; an attack that costs 50 FP would instead cost 80 FP if the attacker wished to attack four targets.) When used on a single target, Area instead provides a bonus to Hit and Critical Hit odds. (4)
    • Flag Incompatibility: This flag may not be applied to the same attack as Self.
  • Artillery: (ART) This attack deals double damage to a target that has PS Gear. (0)
  • Brutal1-Brutal5: (BRU1-BRU5) This attack imposes a scaling penalty to Guard reactions depending on its level. These levels cost 0, 5, 10, 15, and 20 FP, with minimums of 5, 10, 15, 20, and 25. (1,2,3,4,5)
    • Flag Incompatibility: These flags are incompatible with other Brutal flags, as well as any Accurate flags.
  • Drain: (DRA) This attack grants the attacker a number of Temporary Hit Points equal to half the damage it deals, to a maximum of 100, or 200 for attackers with PS Gear. This attack costs an additional 5 FP. It requires a minimum of 10 FP to use. (3)
  • Formation: (FORM) When the target of this attack reacts to it, it gains +1 PL for each attack with Formation the target has reacted to this turn, including itself, up to a maximum of 3 PL. It costs an additional 5 FP, and requires a minimum of 30 FP to use. (2)
    • Flag Incompatibility: This flag may not be applied to the same attack as Gamble..
  • Gamble: (GMBL) This attack's PL is randomly raised or possibly lowered slightly. Also applies to healing output. This attack costs an additional 5 FP. (1)
    • Flag Incompatibility: This flag may not be applied to the same attack as Formation or Gatling.
  • Gatling: (GAT) The attack receives a small boost to damage, and costs an additional 5 FP. (2)
    • Combo Option: Instead of its normal effect, this flag increases the attack's PL by 1 for every Combo spent on its Combo Option, to a maximum of 3. Increasing an attack's PL this way does not raise its FP cost.
    • Flag Incompatibility: This flag may not be applied to the same attack as Gamble or Strain.
  • Headshot: (HDST) The attack has a higher Critical Hit chance, and costs an additional 15 FP. (3)
    • Combo Option: If th-e attacker has any Personal Skills that have a chance to inflict a Status Effect on attack, this flag will automatically trigger them. Additionally, the Critical Hit chance of the attack is further enhanced. These behaviors cost 2 Combo.
  • Pierce: (PRC) This attack damages Temporary Hit Points at twice the effectiveness. This extra damage caps at a maximum of 375 damage to THP, or 750 damage to THP against a Gear-scale target. It costs an additional 10 FP. (3)
    • Flag Incompatibility: This flag may not be applied to the same attack as Smite.
  • Roulette: (ROUL) This attack's PL is replaced by a random number from 1 to 11. This attack costs an additional 25 FP and requires a minimum of 75 FP to use. Because it replaces the attack's PL, there is no benefit to a Roulette above PL 0. (6)
    • Flag Incompatibility: This flag may not be applied to the same attack as Gatling or Headshot.
  • Smite: (SMIT) This attack completely ignores a character's Temporary Hit Points, dealing full damage against their Hit Points. It costs an additional 5 FP, and requires a minimum of 30 FP to use. (3)
    • Flag Incompatibility: This flag may not be applied to the same attack as Pierce.
  • Sneak: (SNK) This attack displays in the target's Attack Queue as a Free Attack with PL 4 and the Reserve flag, regardless of its actual attributes. A false name for it may be set using the command +sneak/name, which will cause that name to display in the attacker's Queue instead of the attack's true name. The attack's true name and attributes are revealed during resolution. (3)
  • Strain: (SRN) This attack adds a significant bonus to Power Level at the cost of dealing 12% of the user's current HP to the attacker. The damage to the attacker bypasses THP, and note that for bosses this damage caps at 100 points to the attacker per target. Area at your own risk. It costs an additional 5 FP.(2)
    • Flag Incompatibility: This flag may not be applied to the same attack as Gamble or Gatling.

Multiple Attack Flags

  • Follow: (FOL) This attack can be used independently, or immediately after an attack with the Link flag. If used after an attack with the Link flag, the attacker gains the Stagger debuff for four rounds. Stagger disallows the use of the Link flag's effects, and its duration cannot be reduced. This attack costs an additional 10 FP. (2)
  • Link: (LINK) This attack allows the use of a second attack this round, which must have the Follow flag. If the attacker opts not to use this flag's effect, they must use the +round command to complete their turn, but suffer no ill effects. This attack costs an additional 15 FP, and requires a minimum of 45 FP to use. (4)
    • Combo Option: This attack grants the attacker 15 FP, refunding its cost. This Combo Option costs 1 Combo.

When constructing an attack pairing using the Link and Follow attacks, please note that only one of these attacks may be PL 6 or higher; that is, one must be of PL 5 or lower. This can be accomplished by pairing an attack with a buff or debuff, pairing a signature with a deathblow, or many other ways, and is a balancing measure meant to rein in the combination of extremely powerful double nuke attacks. Note that for this purpose a Roulette is equivalent to a PL 7-8 attack.

Status Effect Flags

  • Blind: (BLND) This attack inflicts the Blind debuff if it hits. Blind increases the chance that a target's attacks will be successfully reacted against. This attack costs an additional 15 FP. (4)
  • Break: (BRK) This attack inflicts the Break debuff if it hits. Break reduces the target's Vitality for 3 rounds. This attack costs an additional 15 FP. (4)
  • Cripple: (CRP) This attack inflicts the Cripple debuff if it hits. Cripple reduces the target's Technique for 3 rounds. This attack costs an additional 10 FP. (3)
  • Delay: (DLY) This attack inflicts the Delay debuff if it hits. Delay lasts for up to 2 rounds, with a chance of falling off each attack made by the sufferer, and it subtracts 3 from the PL of any attack issued. It also reduces the efficacy of healing effects by the target by 10%. This attack costs an additional 5 FP, and requires a minimum of 15 FP to use. (2)
  • Disease: (DISE) This attack inflicts the Disease debuff if it hits. Disease prevents a target from gaining Temporary Hit Points for 3 rounds, and reduces the duration of any THP already present by 1 round. Additionally, it removes up to 150 THP after damage is processed. This attack costs an additional 10 FP. (2)
  • Dispel: (DSPL) This attack, if it hits, removes two buffs from the target. Additionally, there is a 75% chance that a third buff is removed, and a 50% chance that a fourth buff is removed. Any buffs beyond the fourth have a 25% chance of removal. Buffs of lower duration are prioritized for removal. It costs an additional 10 FP. (2)
  • Disrupt: (DRT) This attack inflicts the Disrupt debuff if it hits. Disrupt lasts for 3 rounds, prevents the target from gaining additional FP from Charge, and disables the additional FP gain from PS Force Critical, as well as from successful reaction bonuses. This attack costs an additional 10 FP. (2)
  • Drowsy: (DRWS) This attack inflicts the Drowsy debuff if it hits. The Drowsy debuff imposes a slight penalty to attack hitcheck and incoming reaction rolls for 3 rounds. This attack costs an additional 15 FP. (4)
  • Entangle: (ENT) This attack inflicts the Entangle debuff if it hits. Entangle prevents the target from achieving a Critical Dodge and debuffs their evasion attempts, and lasts for 3 rounds. This attack costs an additional 25 FP, and requires a minimum of 30 FP to use. (5)
  • Hex: (HEX) This attack grants its target the Hex debuff. Hex lasts for 3 rounds, like most debuffs, and while it is active no debuff on the target can expire. This means Restore won't do the trick, and upon +rounding, they will remain at 1 round duration until Hex wears off. Hex does not affect itself, and does not affect Pressure Point, Silence, Malfunction, Shieldbreak, or Entangle. This attack costs an additional 25 AP and requires a minimum FP count of 30. (4)
  • Infect: (INFE) This attack increases the duration of all debuffs except Pressure Point, Malfunction, and Silence by 2 rounds, if it hits. It costs an additional 10 FP, with a minimum required FP value of 30. (2)
  • Interrupt: (INT) This attack inflicts the Interrupt debuff, which lasts for up to 2 rounds and lowers the PL of attacks by 1 and the critical chance of attacks by a significant amount. It has a chance to wear off with each attack made. It costs an additional 10 FP, and requires a minimum of 15 FP to use. It also prevents Counterattacks against this attack. (4)
    • Combo Option: The attack removes 2 Combo from the target. This Combo Option costs 1 Combo.
  • Jam: (JAM) This attack inflicts the Jam debuff if it hits. JAM reduces the target's ARMs for 3 rounds. This attack costs an additional 10 FP. (3)
  • Misery (MSRY) This attack inflicts a random debuff on the target, excluding Boss-only debuffs. This attack costs an additional 10 FP and requires a minimum of 30 FP to use. (3)
  • Mute: (MUTE) This attack inflicts the Mute debuff if it hits. Mute reduces the target's Sorcery for 3 rounds. This attack costs an additional 10 FP. (3)
  • Poison: (PSN) This attack inflicts the Poison debuff if it hits. Poison inflicts a small amount of damage each time the target acts for the next three rounds. If this attack also has the Artillery flag, and is used against a target with PS Gear, it instead inflicts the Corrode debuff. Corrode inflicts increased damage each time the target acts for the next three rounds. This attack costs an additional 10 FP. (2)
    • Combo Option: In addition to its normal effect, this flag raises the PL of an attack by 1. If this attack also has the Artillery flag, and is used against a target with PS Gear, this damage is proportionately increased. This Combo Option costs 1 Combo.
  • Purge: (PRG) This attack removes debuffs from the target at the same rates and with the same conditions as Restore. In addition, it deals additional damage for each debuff on the target. It costs 5 additional FP. (2)
  • Shieldbreak: (SHBR) This attack inflicts the Shieldbreak debuff if it hits. Shieldbreak prevents the target from achieving a Critical Guard and debuffs guard attempts, and lasts for 3 rounds. This attack costs an additional 25 FP, and requires a minimum of 30 FP to use. (5)
  • Slow: (SLOW) This attack inflicts the Slow debuff if it hits. Slow reduces the target's Reflex for 3 rounds. This attack costs an additional 15 FP. (4)
  • Weaken: (WKN) This attack inflicts the Weaken debuff if it hits. Weaken reduces the target's Power for 3 rounds. This attack costs an additional 15 FP. (4)

Healing Flags

  • Absorb: (ABS) This attack grants its target THP proportionate to the PL of the last offensive attack the target suffered. An attack of PL 0 grants 125 THP, 1-4 grants 150 THP, PL 5-6 grants 175 THP, PL 7-8 grants 200 THP, and PL 9+ grants 250 THP. If the target hasn't been attacked at all, they gain 125 THP. These values are doubled on Gear HP. This attack costs an additional 15 FP, and requires at least 30 FP to use. (3)
    • Flag Incompatibility: This flag may not be applied to the same attack as Full-Heal, Hi-Heal, or Heal.
  • Full-Heal: (FULL) The target of this attack gains 300 THP, or 600 if their current form has PS Gear. This attack costs an additional 30 FP, requires a minimum of 60 FP to use, and must be a Signature or Mystic Arte. (7)
    • Flag Incompatibility: This flag may not be applied to the same attack as Absorb, Heal, or Hi-Heal.
  • Heal: (HEAL) The target of this attack gains 100 THP, or 200 if their current form has PS Gear. This attack costs an additional 5 FP, and requires a minimum of 10 FP to use. (3)
    • Flag Incompatibility: This flag may not be applied to the same attack as Absorb, Full-Heal, or Hi-Heal.
  • Hi-Heal: (HI-H) The target of this attack gains 200 THP, or 400 if their current form has PS Gear. This attack costs an additional 15 FP, and requires a minimum of 30 FP to use. (5)
    • Flag Incompatibility: This flag may not be applied to the same attack as Absorb, Full-Heal, or Heal.
  • Inspire: (INSP) This attack gives its target 2 Combo, and may not target the attacker themselves. It costs an additional 15 FP. (3)
    • Combo Option: This flag costs 1 Combo instead of 15 FP.
  • Recover (RCVR) This attack removes a debuff from the attacker on use. Additionally, there is a 75% chance a second is removed, 50% a third, and 25% that all other debuffs are removed. It costs an additional 15 FP. (4)
  • Regen (RGN) This attack grants its target the Regen buff. Regen grants the target 60 THP at the end of their round. This attack costs an additional 10 FP, and requires a minimum of 15 FP to use. (3)
  • Reload: (RELO) This attack gives its target an amount of FP: this is 25 FP for a single target and 15 FP for multiple targets. Reload may not target the attacker themselves. It costs an additional 15 FP. (3)
    • Combo Option: This flag costs 1 Combo instead of 15 FP.
  • Restore: (REST) This attack, if it hits, removes two debuffs from the target. Additionally, there is a 75% chance that a third debuff is removed, and a 50% chance that a fourth debuff is removed. Any debuffs beyond four have a 25% chance of removal. Debuffs of lower duration are prioritized for removal. (2)

Buff Flags

  • Amplify: (AMP) This attack grants its target the Amplify Buff. Amplify increases the target's ARM for 3 rounds, and replaces the Jam debuff, if present. This attack costs an additional 10 FP. (3)
  • Blitz: (BLTZ) This attack grants its target the Blitz Buff. Blitz applies the Formation flag to all of the target's outgoing attacks for 3 rounds. This attack costs an additional 25 AP and requires a minimum FP of 30 to use. (5)
  • Burst: (BRST) This attack grants its target the Burst Buff. Burst increases the target's TEC for 3 rounds, and replaces the Cripple debuff, if present. This attack costs an additional 10 FP. (3)
  • Cover: (COV) This attack grants the attacker the Cover Buff, which provides a small bonus to Vitality for 2 rounds. All of its other effects apply to its target. It costs an additional 5 FP to use. (3)
  • Hyper: (HYPE) This attack grants its target the Hyper Buff. Hyper increases the target's Power for 3 rounds, and replaces the Weaken debuff, if present. This attack costs an additional 15 FP. (4)
  • Lock State: (LOCK) This attack grants its target the Lock State buff. Lock State lasts for 3 rounds, like most buffs, and while it is active no buff on the target can expire except via Enrage's clear condition. This means Dispel won't do the trick, and upon +rounding, they will remain at 1 round duration until Lock State wears off. This attack costs an additional 25 AP and requires a minimum FP count of 30. (4)
  • Mighty: (MTY) This attack grants the attacker the Mighty Buff, which provides a small bonus to Power for 2 rounds. All of its other effects apply to its target. It costs an additional 5 FP to use. (3)
  • Pray: (PRAY) This attack grants its target a random buff. This attack costs 10 FP. It requires a minimum of 30 FP to use. (3)
  • Quick: (QCK) This attack grants its target the Quick Buff. Quick increases the target's Reflex for 3 rounds, and replaces the Slow debuff, if present. This attack costs an additional 15 FP. (4)
  • Riposte: (RIP) This attack grants the attacker the Riposte Buff, which provides a small bonus to Reflex for 2 rounds. All of its other effects apply to its target. It costs an additional 5 FP to use. (3)
  • Shield: (SHLD) This attack grants its target the Shield Buff. Shield increases the target's Vitality for 3 rounds, and replaces the Break debuff, if present. This attack costs an additional 15 FP. (4)
  • Surge: (SURG) This attack grants its target the Surge Buff. Surge increases the target's SOR for 3 rounds, and replaces the Mute debuff, if present. This attack costs an additional 10 FP. (3)

Resource Management Flags

  • Chain: (CHAI) This generates 2 Combo for the attacker, if successful. It costs an additional 10 FP, and requires a minimum of 30 FP. (3)
  • Efficient: (EFF) 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: This flag may not be applied to the same attack as Refined or Self.
  • Refined: (REFI) This attack's base FP cost is reduced by 5. This flag does not apply to surcharges, such as those from PS: Access or the Area flag. (1)
    • Flag Incompatibility: This flag may not be applied to the same attack as Efficient or Self.
  • Self: (SELF) This attack can only be used on the character using it. Its FP cost is reduced by 15, to a minimum of 0. (1)
    • Flag Incompatibility: This flag is incompatible with the Area, Efficient, Refined, Inspire, and Reload flags.

Stance Flags

  • Bold: (BOLD) This attack places you in "Avenger" Stance, which grants a bonus to outgoing and incoming damage, making the character hit harder but also take more damage. Avenger Stance lasts until a mutually-exclusive Stance is activated. This attack costs an additional 5 FP. (1)
    • Flag Incompatibility: This flag is incompatible with all other Stance flags except Counter.
  • Cancel: (CANC) This attack removes all Stances except Enrage from you, and grants you 1 Combo. It costs an additional 5 FP. (1)
    • Flag Incompatibility: This flag is incompatible with all other Stance flags except Counter.
  • Counter: (CTR) This attack places you in "Counter" Stance. The next time that you Charge an attack against you while in Counter Stance, you launch an attack on your attacker. Its PL varies based on the PL of the attack you Charge; 0-4 PL produces a PL 4 counterattack, 5-6 PL produces a PL 5 counterattack, and PL 7+ produces a PL 8 counterattack. The counterattack's Type is based on the Type of the attack that placed you in Counter Stance. Counter Stance lasts two rounds, or until you next Charge, whichever comes first. This attack costs an additional 15 FP. (4)
  • Withdraw: (WDW) This attack places you in the "Sage" Stance, which grants a very significant penalty to outgoing damage and reduces all FP costs by 10 (Minimum 0). It also reduces the cost of Force Actions by 5 FP, to 15 FP. Sage Stance lasts until a mutually-exclusive Stance is activated. This attack costs an additional 5 FP. (1)
    • Flag Incompatibility: This flag is incompatible with all other Stance flags except Counter.
  • Advance: (ADV) This attack places you in the "Hero" Stance, which increases outgoing damage and decreases incoming damage, as well as increasing all FP costs by 5 (or 10 for Signature moves, or 15 for Mystic Artes). Hero Stance lasts until a mutually-exclusive Stance is activated. This attack costs an additional 5 FP. (1)
    • Flag Incompatibility: This flag is incompatible with all other Stance flags except Counter.
  • Prudent: (PRUD) This attack places you in "Stoic" Stance, which reduces both outgoing and incoming damage, weakening the character's attacks but strenghtening their defenses. Stoic Stance lasts until a mutually-exclusive Stance is activated. This attack costs an additional 5 FP. (1)
    • Flag Incompatibility: This flag is incompatible with all other Stance flags except Counter.

Zero Cost Flags

  • Reserve: (RESE) This attack generates an additional 5 FP for the attacker. (0)
    • Flag Incompatibility: This flag is mutually exclusive with all other flags.
  • Rush: (RUSH) This attack generates 1 Combo for the attacker. (0)
    • Flag Incompatibility: This flag is mutually exclusive with all other flags.
  • Strike: (STR) This attack gains an additional 1 PL, which counts towards PL-related FP requirements. If the character's current form lacks PS Fiend or PS Nemesis, this flag cannot increase PL above 8. (0)
    • Flag Incompatibility: This flag is mutually exclusive with all other flags.

Boss Flags

  • Crush: (CRU) This attack, if it hits, deals damage equal to 40% of the character's remaining HP. On a successful Guard, it deals 20% of their remaining HP; on a partial Guard, it deals 30%; on a successful Critical Guard, it deals 10%. On a successful Evade or Charge, it deals 25%; on a partial Evade or Charge, it deals 30%; on a sucessful Critical Evade, it deals 0%. On a critical failure of any type, it deals 45% damage. An attack with this flag cannot inflict Knock Out, and grants its targets 15 FP. This attack costs an additional 50 FP. (3)
    • Flag Incompatibility: This flag is mutually exclusive with all other flags except Area.
  • Curse: (CRSE) The target is afflicted by Jam, Cripple, Mute, Slow, Break, and Weaken. It costs an additional 50 FP to use this attack. (10)
    • Flag Incompatibility: This flag is incompatible with Jam, Cripple, Mute, Slow, Break, and Weaken.
  • Destroy: (DTRY) This flag reduces the base cost of an attack to 0. The affected attack grants its targets 50 FP, and removes the Stagger debuff from them, if applicable. (2)
    • Flag Incompatibility: This flag is mutually exclusive with any flag that exclusively grants a Buff or THP, or which reduces the duration of Debuffs on its target.
  • Malfunction: (MAL) 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. It is documented here so you will be aware of its existence, if targeted. (4)
  • Pressure Point: (PRES) 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. It is documented here so you will be aware of its existence, if targeted. (4)
  • Reaper: (RPR) This attack, if it hits, inflicts the Reaper debuff on the target. Reaper lasts for 3 rounds, and inflicts damage on completion of each turn, much like Poison except much more powerful. This attack costs an additional 30 FP to use. (6)
  • Ruin: (RUIN) This attack, if it hits, removes all Buffs and Temporary Hit Points from a character. It costs an additional 30 FP. (6)
  • Silence: (SIL) 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. It is documented here so you will be aware of its existence, if targeted. (4)

List of Commands

Information in Combat Commands

  • +stats/+stats <form>: Stat viewer. +stats displays the form you are currently in; +stats <form> displays <form>.
  • +scan: Shows combatants in the room with various combat information, including buffs, debuffs, and stances.
  • +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.
  • +attacks: Lists your current form's attack list.

Combat Action Commands

  • +attack <target>=<attack name>: Attacks a target with an attack from your list on your current form. Multiple targets separated by semicolons.
  • +defend target/attacker: Enables a Defend action (take effect of an attack to another character onto yourself).
  • +force <Force Action>(=<target>): Activates Force Actions. Most Force Actions take no arguments. Mystic requires a target.
  • +force/cancel: Cancels Force Actions that apply to yourself. Works before but not after round-end procedure.
  • +evade <queue number>: Uses the Evade reaction against an opponent in your queue.
  • +guard <queue number>: Uses the Guard reaction against an opponent in your queue.
  • +charge <queue number>: Uses the Charge reaction against an opponent in your queue.
  • +accept <queue number>: Uses the Accept reaction against an opponent in your queue.
  • +guard/fail <queue number>: Automatically fails your Reaction against an attack, while emitting a failed Guard Reaction.
  • +evade/fail <queue number>: Automatically fails your Reaction against an attack, while emitting a failed Evade reaction.
  • +selfko: Transmits the KO message to the room, regardless of your current HP.
  • +freeattack <attack name>|<power level>|<type>|<Flags>|<separated>|<thusly>: Adds a Free attack to your current form.

Boss Commands

  • +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. If you need to change your bossed HP total, use +heal/adjust # where # is the new number of opponents.
  • +qte/start <player1> <player2> <etc>=Name/<guard, evade, or charge>,<guard, evade, or charge>,<guard, evade, or charge>

Sneak/Counter Name Commands

  • +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.
  • +counter/name <false name>: Sets an attack name that any Counter attacks will use.
  • +counter/clear: Clears your attack name for Counter attacks.

Dream Chasers staff have access to reports from the use of csys commands, which are used for bug tracking and balance monitoring purposes.

See also...