Abilities

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The Abilities page is a useful resource page that standardizes all abilities, counters and mechanics, for ease of reference. Terms from this page are frequently used for pieces of Lore that grant Abilities. Keep in mind that the information on this page is only a base-level categorization and structure. This means that while we have set forward some basic rules that most if not all Abilities obey by, in some cases, minor differences may occur. As such, please be sure to always read the Lore page thoroughly and not just go off the information on this page. It purely explains the mechanical underpinning of the terminology, not the actual usage and rules of the Abilities, which may still differ on the Lore page. An indexed list of all abilities can be found on the Ability List page.

Ability Categories

Abilities are split into two broad "categories."

  • Powers: Are usually magical manifestations and "superpowers."
  • Techniques: Are usually non-magical feats of endurance or strength.
  • Powers and Techniques are both Abilities.
Type Description Counterable? Detectable? State
Constant Passive A Power that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user. Yes Yes Permanent
Toggle Passive A Power that can be toggled on and off at will, but is otherwise permanently active when on. Yes Yes Usable
Trigger Passive A Power that only activates when certain conditions are met, but will remain active while the conditions are still applicable. Yes Yes Triggered
Control Power A Power that forces some manner of control over the actions or intentions or thoughts of its target. Yes Yes Usable
Region Enchant A Power modifier that puts an effect on a Region in-game, such as Rental Houses, Clandestine Bases, etc. The same Region Enchant Ability can only affect the same region once at any given time. Yes Yes Usable
Mundane Technique A Mundane Technique that manifests as a honed and practiced skill, that is usually combined with weapon implements for use. Yes No Usable
Summon Power A Power that summons or creates something out of nothing, such as weapons or armor. Yes Yes Usable
Buff Power A Power that enhances the user or target with some benefit. Yes Yes Usable
Instant Power A Power that immediately imparts some effect. Yes Yes Usable
Memory Power A Power that alters, removes, or interacts with a person's memories. Yes Yes Usable
Skill Power A Power that confers bonus Proficiencies, or alters, enhances, or reduces current Proficiencies. Yes Yes Usabe
Detection Power A Power that detects the presence or activation of other Abilities, Afflictions, or abnormalities. Yes Yes Usable
Escape Power A Power that allows the user to escape from a situation or specific circumstance. Yes Yes Usable
Healing Power A Power that heals the user, or others. Yes Yes Usable
Dimension Power A Power that creates, or alters, a pocket Dimension for the user to access and enter/exit. Yes Yes Usable
Morph Power A Power that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it. Yes Yes Usable
Vehicle Power A Power that only activates when the user is inside of something. Yes Yes Triggered
Movement Power A Power that alters the user's movement in some way, or acts as a specific form of movement itself. Yes Yes Usable
Info Power A Power that communicates information over long, or short, distances. Yes Yes Usable
Counter Power A Power that explicitly counters another Ability or effect. Counter Powers cannot be used on Counter Powers. No Yes Usable
Link Power A Power that connects the target to the user via a 'Link,' imparting some effect on the both of them, or one of them. They can only be broken by Anti Link Abilities, the user willingly ending them (or getting knocked out), or the target leaving Emote Distance. Yes Yes Usable

Power Tags

As every Power is inherently magical in nature, it is important to distinguish what dimension these Powers pull from for the sake of classification and specific ability mechanics. A Power is able to pull from one of the following four planes. Power Tags are determined by where the person gets the Ability from. For example, a Power gained from Vampirism will always be Void, while a Power gained from Exist Spell Point Buy will always be Exist.

  • Primal
  • Ordial
  • Void
  • Exist

General Ability Rules

This comprises a set of general rules that may not be included on specific pages. It is safe to assume that unless the page specifically and explicitly contradicts the following, these rules always apply, even when unwritten.

  • Ability Modifiers are alterations to how an Ability functions or looks. They are not optional, and always apply based on the source of that Ability.
  • If an Ability or Special offers a +1 to a specific Proficiency Stat, this never confers an additional Point-Buy Pack, and is only a flat Stat Boost. This Stat Boost is relevant for other Abilities that might require a stat threshold, or in the case of fair-use Stat comparison between players.
  • If an Ability or Special Grants Bonus HP in any form, such as HP counters, or HP pools, these effects cannot stack. A character can only benefit from one single "Bonus HP" effect at any given time, with the first one applied remaining until it is entirely used up.
  • If an Ability or Special mentions that it "only works in Progressions," it means that it cannot be used on-server in RP, and can only be used in forum progressions, which are explained here. If an Ability or Special mentions that it "only works in Regalia," it means that it cannot be used in forum progressions, and can only be used on-server in RP.
  • If an Ability or Special offers a boost to something, and that "something" being boosted has a maximum cap (ex, +1 to the Charisma Stat, which is capped at 7), this boost never exceeds the "cap," unless it specifically mentions it can exceed it.
  • Custom Kit Documents may conflict with this page regarding the rules of Abilities. If such a situation occurs, the Document will always take precedence.
  • Ability Created Armor is when an Ability allows the user to magically summon, wear, or use armor. It functions the same as normal armor, including the idea that it never makes the user invincible, just delays how long it takes to bring them down.
  • In any and all cases, we require specific Proficiency mechanisms for a character to be considered appropriately "Disguised." If a character does not have one of these mechanics, it is always possible for others to identify them based on mannerisms, voice, clothes, etc. Disguise mechanics cannot be combined. Additionally, Disguises do not hide Affliction Tells unless they specifically say they do.
  • Link Powers are a two way connection between a caster and a target, requiring a minimum of two people to function. A single character can be part of many link powers, unless an ability specifically blocks this. If a target is affected by a link breaking mechanic, they are removed from every link power they are part of. This does not affect the character on the other end of the link, allowing them to maintain link powers they have established with other targets. For example: Player A uses a link power, linking to Player B and Player C. Player B is hit with a link power breaking mechanic. Player B is no longer part of the link power, but Player A and Player C maintain their link power. If Player A was hit with the link breaking mechanic, Player B and Player C would be removed from the link power.

Rules for Ability Usage in Conflict Roleplay

Generally, a combat emote should never have more than 1 actively used Ability in a single emote. Unless a character is given initiative through some effect, an ability specifies it can be used as a combo, or if it is a passive or triggering ability, combat should only ever have one dedicated action and a player’s movement. For example, while a character can use Technique Parry and perform a basic attack in the same emote, as it’s a reactive technique and an active attack, a character cannot use Leaping Charge into a Knockback Sweep, as both techniques are ones intended to be actively used.

Rules for Artifacts

  • Artifact Abilities do not follow the category rules set out on this page. Each Artifact has its own rules and all these rules are clarified on all Artifact pages.
  • Your character must always wear your artifact on them, unless there are extenuating circumstances which resulted in your character's artifact being taken from them against their will and disposed of somewhere, after which they enter the rotation for re-distribution. The only exception to this is situations in which your character would be executed for carrying the Artifact (Such as in the Imperial Palace.)

Counter Mechanics & Ability Terms

Countering (or deflecting, or nullifying, or purifying) an Ability is a term used for when one Character is able to prevent another Character's Ability from triggering, being used, or imparting an effect. Additionally, some counters have special rules attached to them, and only apply in certain scenarios. Counter Mechanics are usually well defined in the descriptions of the Abilities on the Lore Page, generally speaking each ability (if it has any counters) will have the counters listed. Alternatively, if an Ability's entire function is to counter other Abilities, it will list what types of Abilities are Countered.

Unique Ability Terms

  • Exorcism: An Exorcism, or Ability that removes "Possessions" is a prolonged ritual. It requires the target to be either willing, or fully restrained. The user must them proceed with a 10 minute long ritual, which must be completed uninterrupted from start to finish. Exorcisms do not target one specific effect, they will cleanse any and all applicable 'debuffs' or effects on the target (even positive ones).
  • Barrier: This term describes a magically summoned barrier around a person, that acts as a defined shield that protects the user against things. It can also apply to Techniques that use the term 'Barrier.' This is different than a "shield" Ability, which usually just summons a physical shield for the character to use.
  • Mundane Cover: This term describes an Ability that creates a non-magical cover or protection for the user. This is different than a "shield" effect, or "barrier" effect, as it is non-magical in nature and has its own unique counter requirements.
  • Block Counter: A Block Counter is any mechanic that would fully negate the damage of an Ability or basic attack. This cannot be used to block any additional effects, only the damage itself.

Unique Ability Debuffs

  • Stagger / Staggered: A counter mechanic that interrupts all active casting or utilization of other Abilities, as well as ongoing Mundane attacks and/or charges, but does not put any Abilities on Cooldown.
  • Displacement / Displaced: A mechanic that describes when anyone is forcibly moved from where they are currently standing, or if they are physically displaced against their will, such as knock backs, knock downs, knock overs, pushes, etc.
  • Rooted/Trapped: A mechanic that prevents a character from walking, running, or generally moving, keeping them glued to the spot. This does not interfere with their ability to fight, or protect themselves, it just stops them from running away.
  • Dazed: A dazed character can still move and fight normally, they are just incapable of casting and utilizing active Abilities for the duration of the Daze.
  • Silenced: A silenced character can still move, speak, and fight normally, they are just incapable of casting and utilizing active Powers.
  • Stun/Stunned: A stunned character cannot do anything. They cannot move, cannot fight, and cannot use Abilities. This effect is usually extremely short (seconds) for that reason, and therefore tends to exist as an instant interrupt and chance to defend.
  • Paralyzed: A character can only have specific parts of them paralyzed, such as their arms, their legs, etc. If they are paralyzed, they cannot use these limbs to move, attack, or hold things, but can still generally use Powers & Techniques (assuming they can still hold the weapon in a use-able arm.)
  • Confused: A confused character can still use Abilities and fight as normal, but cannot target the person who applied the confused debuff with Powers for the duration of the confusion.
  • Weakened: A weakened character can still move, speak, and fight normally, they are just incapable of utilizing active Mundane Techniques.

Curses and Debuffs

Negative Effects have two distinct classifications, specified in the ability that uses it. Debuffs are considered weaker effects, able to be cleansed by any outside mechanic. Curses are a unique improved type of Debuff that is stronger in contrast, unable to be broken by an outside party, and only able to be dispelled by certain Curse breaking mechanics or by the effect ending on its own. Even if a Curse and Debuff use the same term effect, a Curse still benefits from being unable to be cleansed while a Debuff does not. Exorcisms can cleanse Debuffs, but not Curses, unless the Curse’s description itself says it works.

Detection Mechanics

Detection Mechanics exist to allow certain Characters to detect when an Ability is being used, or when they are being affected by an Ability, or just detect things in general. These types of Abilities will specifically mention "Detect" or "Detection" in their description. This is not a classification of identification, just because a Character may know they are being affected by some form of Ability, or that some form of Ability is being used, does not mean they know what this Ability does or how it works. Additionally, having frequently seen an Ability being used does not constitute as absolute knowledge of that Ability. This is considered false-positive Meta-gaming. In reality of lore, Abilities are varied and unpredictable. No matter how many times a person has seen a Vampire use a specific Ability, they should always treat it as if they don't exactly know what is going to happen. The fact that Abilities are attached to rules is not reflective of the lore or canon universe, only of "gameplay rules" to ensure fairness between players.

Extra Notes

  • If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.

Ability Timing

Due to the varied nature of both Abilities and the time of Roleplay, in addition to the difference between players speed of emoting, we do not maintain an official "timing" principle across all Abilities. Most Abilities (Specials & Abilities) maintain a strict OOC cooldown timer. However we understand there are cases where this is unfair due to OOC delays in time (such as slow emoting, OOC chatter/disputes, etc.) We believe players should be able to respectfully come to an agreement within the context of the Roleplay Scene as to what a respectable extension or alteration to these times should be. In the case that players cannot come to an agreement, Moderators may be called in via a Ticket to manage the situation.