Pushes

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Pushes: Pushes are various action modifiers and special moves that can be activated by spending Hype. They encompass effects such as buffs, debuffs, Hype gain and drain, healing, damage reduction, super attacks, etc. Any Push can be activated at any time, including right before an attack or defense. When you do so, the opponent is notified that you have used a Push, but not which one. The command +push/list displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is +push <name>/<cost>, sometimes followed with =<option> in the case of Buff and Debuff.

It should be mentioned that Pushes are largely self-balancing; unless they clearly state otherwise, they result in proportionally higher gains when used with lower level attacks, and proportionally lower gains when used with higher level attacks. This is to allow people to spend Hype freely and use Pushes when dramatically appropriate,rather than being required to hoard it to spend optimally.

Available Pushes

Attack

  • 2 Hype: The next attack deals a Standard degree of more damage.
  • 4 Hype: The next attack deals a Substantial degree of more damage.
  • 6 Hype: The next attack deals an Overwhelming degree of more damage.

Defense

  • 2 Hype: The next attack against you deals a Standard degree of less damage.
  • 4 Hype: The next attack against you deals a Substantial degree of less damage.
  • 6 Hype: The next attack against you deals an Overwhelming degree of less damage.

Balance

  • 2 Hype: Your next attack deals a Small degree of more damage, and the next attack against you deals a Small degree of less damage.
  • 4 Hype: Your next attack deals a Standard degree of more damage, and the next attack against you deals a Standard degree of less damage.
  • 6 Hype: Your next attack deals a Considerable degree of more damage, and the next attack against you deals a Considerable degree of less damage.

Buff

  • 1 Hype: You gain a Buff that grants a Minor bonus to Precision, Power, Endurance, or Mitigation, for your next 2 turns.
  • 3 Hype: You gain a Buff that grants a Solid bonus to Precision, Power, Endurance, or Mitigation, for your next 2 turns.
  • 5 Hype: You gain a Buff that grants a Major bonus to Precision, Power, Endurance, or Mitigation, for your next 2 turns.
  • 7 Hype: You gain a Buff that grants a Superior bonus to Precision, Power, Endurance, or Mitigation, for your next 2 turns.

Debuff

  • 1 Hype: Your next attack applies a Debuff that imposes a Minor penalty to Precision, Power, Endurance, or Mitigation, for the targets next 2 turns.
  • 3 Hype: Your next attack applies a Debuff that imposes a Solid penalty to Precision, Power, Endurance, or Mitigation, for the targets next 2 turns.
  • 5 Hype: Your next attack applies a Debuff that imposes a Major penalty to Precision, Power, Endurance, or Mitigation, for the targets next 2 turns.
  • 7 Hype: Your next attack applies a Debuff that imposes a Superior penalty to Precision, Power, Endurance, or Mitigation, for the targets next 2 turns.

Damage Over Time

  • 1 Hype: A Small amount of damage from your next attack will be dealt to the target at the beginning of their turn, then a Tiny amount for their next 2 turns.
  • 3 Hype: A Standard amount of damage from your next attack will be dealt to the target at the beginning of their turn, then a Small amount for their next 2 turns.
  • 5 Hype: A Considerable amount of damage from your next attack will be dealt to the target at the beginning of their turn, then a Standard amount for their next 2 turns.
  • 7 Hype: A Substantial amount of damage from your next attack will be dealt to the target at the beginning of their turn, then a Standard amount for their next 2 turns.

Cure

  • 3 Hype: You are cured of all Debuff or Damage Over Time effects of Moderate/Small severity or lower.
  • 5 Hype: You are cured of all Debuff or Damage Over Time effects of Significant/Standard severity or lower.
  • 7 Hype: You are cured of all Debuff or Damage Over Time effects of Superior/Substantial severity or lower.

Break

  • 3 Hype: Your next attack removes all Buff effects of a Moderate bonus or lower if it deals damage.
  • 5 Hype: Your next attack removes all Buff effects of a Significant bonus or lower if it deals damage.
  • 7 Hype: Your next attack removes all Buff effects of a Superior bonus or lower if it deals damage.

Boost

  • 2 Hype: You immediately gain 4 Drive.
  • 4 Hype: You immediately gain 8 Drive.
  • 6 Hype: You immediately gain 12 Drive.

Coup de Grace

  • 3 Hype: Your next attack converts all Debuff and Damage Over Time effects of Solid/Standard severity or lower into immediate heavy damage.
  • 5 Hype: Your next attack converts all Debuff and Damage Over Time effects currently on the target into immediate heavy damage.

Finishing Blow

  • 10 Hype: Your next attack, so long as it does not result in a Miss, automatically becomes a Critical Hit after its final result is decided, but is somewhat less damaging.

Second Wind

  • 9 Hype: You immediately recover 15% of your Max HP and all Debuffs and Damage over Time effects applied to you are cured, but you receive a Significant penalty to Endurance and Mitigation for one round. This Push can only be used once.

Ultimate Attack

  • 10 Hype: Your next attack deals +50% its normal amount of damage, but is somewhat less accurate.

Exhaust

  • 2 Hype: Your next attack decreases your Opponent's Drive by 5 if it deals damage.
  • 4 Hype: Your next attack decreases your Opponent's Drive by 10 if it deals damage.
  • 6 Hype: Your next attack decreases your Opponent's Drive by 15 if it deals damage.

Indomitability

  • 10 Hype: After your next attack, all incoming attack damage is reduced by 30%! Wears off when you next attack or defend.