Attack Flags

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* = Flag is available on Free Attacks
^ = May only be placed on Free Attacks by Powers of Darkness

Flags that alter certain Reactions

The following restriction holds true for all attacks: no combination of these flags that penalize all three reactions may be put on an attack.

  • Penetrating* - Greatly punishes the Brace reaction. Additional +1 brace penalty if the defender successfully braces anyway. (2 points)
  • Defense Breaking* - Moderately punishes both the Brace and Counter reactions; moderately more effective as a Counterattack. Additional +1 brace/counter penalty if the defender successfully braces/counters anyway. (2 points)
  • Homing* - Greatly punishes the Dodge reaction. Additional +1 dodge penalty if the defender successfully dodges anyway. (2 points)
  • Accurate* - Moderately punishes both the Dodge and Counter reactions; moderately more effective as a Counterattack. Additional +1 dodge/counter penalty if the defender successfully dodges/counters anyway. (2 points)
  • Overpower* - Greatly punishes the Counter reaction; greatly effective as a Counterattack. Additional +1 counter penalty if the defender successfully counters anyway. (2 points)
  • Disengage* - Massively punishes the Counter reaction, but no more effective as a Counterattack. Less effective as PL increases; the effect is strongest on PL 0-1 attacks. Additional +1 counter penalty if the defender successfully counters anyway. (2 points)
  • Interrupt - Greatly improves the Counter reaction's ability to mitigate damage, but all offensive capabilities of the attack are removed. (1.5 points)
  • Barrier - Allows an attack to be used in the Counter reaction whether or not its range matches the initial attack. (1.5 points)

Flags that debuff

There are two tiers of these; a larger-penalty status effect that lasts less long than the smaller version. Debuffs are resisted with Vitality and Spirit for physical and magical attacks, respectively. Debuffs attached to an attack used by +counter last for one fewer round.

  • Stagger* - Moderately punishes the Brace reaction for three rounds. (1.5 points)
  • Stun^ - Greatly punishes the Brace reaction for two rounds. (2 points)
  • Tangle* - Moderately punishes the Dodge reaction for three rounds. (1.5 points)
  • Trap^ - Greatly punishes the Dodge reaction for two rounds. (2 points)
  • Exhausted* - Moderately lowers damage output for three rounds. (1.5 points)
  • Cripple^ - Greatly lowers damage output for two rounds. (2 points)
  • Diversion* - Moderately lowers critical chance for three rounds. (1.5 points)
  • Blind^ - Greatly lowers critical chance for two rounds. (2 points)

Flags that buff

There is only one tier of these. Buffs do not trigger when used as counterattacks. Note that +accepted attacks, as all buffs and heals should be, do not grant the 10+ ‘successful attack’ morale to the attacker.

  • Empower - Moderately increases damage for two rounds. (4 points)
  • Withstand - Moderately improves the Brace reaction for two rounds. -1 brace penalty, applied immediately. (4 points)
  • Accelerate - Moderately improves the Dodge reaction for two rounds. -1 dodge penalty, applied immediately. (4 points)
  • Surge - Moderately improves critical chance for two rounds. (4 points)
  • Reinforce* - Uses an action to grant an ally (or yourself) 15 mana. Can only be bought on Free attacks. Never costs less than 0 mana. (4 points)

Flags that affect Morale

There are two kinds of Morale-affecting flags. Psych and Quip are one-time modifiers to the attacker and defender’s morale, respectively; you may not have both on the same attack. Taunt and Cheer are a multi-round debuff/buff; they cannot be Cleansed or Bind Broken, but can dispel one another. Taunt and Cheer are both resisted by Composure (see Stats). Everyone has access to very simple, global, Taunts and Cheers without any other attached effects via Free Attacks.

  • Note that it is impossible to Cheer yourself; hope must come from an ally. Other flags on an attack with Cheer can affect you normally, but the Cheer will never succeed when used on yourself.
  • You may Taunt and Quip yourself, sinking into greater despair, but you may not Psych yourself by Dodging, Bracing or Countering your own attack.
  • Psych* - If your attack succeeds, you gain 10 extra Morale. Psych will not trigger on a +accept. (2 points)
  • Quip* - If your attack succeeds, your opponent loses 20 Morale. (3 points)
  • Taunt* - Greatly decreases your opponent’s morale over three rounds by setting their default morale gain to -30 instead of +10. It is increasingly difficult to Taunt an opponent as their Morale becomes more positive. (4 points)
  • Cheer* - Greatly increases your target’s morale over three rounds by setting their default morale gain to +20 instead of +10. It is increasingly difficult to Cheer a target as their Morale becomes more negative. (4 points)

Miscellaneous Flags

  • Analyze - Analyzes an opponent's capabilities. (4 points)
  • Banish – Does greatly more damage to the Powers of Darkness, but zero damage to anyone else. (3 points)
  • Purify – Does moderately more damage to the Powers of Darkness, but normal damage to anyone else. (2 points)
  • Barrage* – The attack is made up of a large number of smaller hits, and its damage can vary considerably. (2 points)
  • Bind Break – The attack clears all debuffs on the user, but costs more Mana to fire. If used in a +combo, only the combo initiator receives the benefit. (6 points)
  • Cleanse - The attack clears all debuffs on the target. Does not trigger as a counterattack. (4 points)
  • Vampiric^ - The attack returns a portion of the Fatigue damage done to the attacker. (4 points)
  • Mana Attack^ - The attack targets Mana, not Fatigue, but does much less damage. (4 points)
  • Energy Drain^ - As Mana Attack, plus a portion of the Mana damage is returned to the attacker. (5 points)
  • Item Grab* - This attack can be used to attempt to grab an item. Such attacks may not be used as counters. (3 points)
  • Area* – The attack can hit up to three targets, but is always much more expensive to use. (4 points)
  • TEAM:# - The attack gets to be built on 1.1+(0.1*#) times as many attack points as normal (rounded to the nearest 0.5), but must be simultaneously invoked in a +combo by at least # attackers who are also using an attack with the same name and TEAM:# flag. (0 points)
  • Puff - Designates an attack as coming from a Cream Puff reward. Has no other effect. (0 points)
  • Efficient1 to Efficient5 - The attack is cast more efficiently, and costs less Mana. The Efficient flag can be taken more than once (represented by Efficient2 through Efficient5; applying Efficient1 twice is improper command syntax). Efficient cannot reduce an attack’s mana cost below zero. (0.5 to 2.5 points)

Rush and Charge Flags

There are two special Flags that determine an attack’s Speed: Rush* and Charge*. These are the only flags, other than Efficient, that can be taken more than once, up to a maximum of five times. They can never be taken together. Rush and Charge are opposites of each other: the Charge Flag increases the effective base damage of an attack while reducing its critical chance, and the Rush Flag does the opposite. The fastest attack has the Rush5 flag, while the slowest attack has the Charge5 flag. An average speed attack need not invest in either Rush nor Charge. Rush and Charge are illegal on a PL 0 attack. (0.5 - 2.5 points, either direction.)


For more information, please see: Attacks, Chargen