|The Ability and Proficiency System
|This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.
The Ability Manual is a resource page to explain common terms, functions, and base-line rules for Ability usage. If you play D&D, this should be as familiar as a Players Handbook. An indexed list of all Abilities can be found on the Ability List Page.
Combat Roleplay on MassiveCraft is done in two ways: System Combat, and Loose Combat. System Combat is to rules-bound interactions that make Combat Roleplay organized and reduces the risk of Power-Gaming. Everyone wants to win in Combat Roleplay, so System Combat helps assuage OOC frustration by giving everyone a fair chance. Loose Combat without Systemized Abilities and rules can be used to make Characters look cool, especially when both sides do not care about who wins, and is recommended for non-competitive settings. Loose Combat is sometimes also preferred during some Events or Private Roleplay, when the focus is more on the experience rather than the outcome. During System Combat, characters have Turns where they can use Proficiency based Ability or Attack Emote that do Damage, and everyone has a Health Pool that causes them to lose if they hit 0. Abilities are divided into Powers (always Magical) and Techniques (never Magical). MassiveCraft has a Plugin that allows Abilities to be Linked in Chat, by using (a:Ability Name) in your emote (with parenthesis). For more on System Combat, refer to the Proficiency Page.
Combat Terms are Terms that are frequently used in Combat Roleplay (CRP). You will refer back to these terms often so they should be memorized. They are also crucial to know in understanding Ability Descriptions.
- Target: A Target is always another Character/Person in a Roleplay Scene. If you can see at least half the Minecraft Character in-Game, you are able to Target the person in question.
- Cover: Cover means your Character is protected from being Targeted, without necessarily being behind physical obstacles. Cover can only ever come from certain Abilities / is Temporary.
- Action: Something your Character does that takes up their whole Emote (use an Ability, Attack, etc), that prevents you from using other Actions in the same Emote.
- Reaction: Something your Character can do as an immediate reply to someone else's Emote, without needing to wait, but only sometimes taking up an Action. If an Action is taken, delay your next Action Emote.
- Movement Abilities: Movement Abilities are specific kinds of Abilities: Movement Powers and Movement Techniques. Abilities that move you, but are not one of these two types, do not count.
- Move: A Move is when you Walk/Run in a particular direction during a Turn. This never consumes the whole Turn, you can Move a max of 10 Blocks (Diagonal also), but, it cannot be used in the same Turn as a Movement Ability.
- Splitting Move: When a Character Moves, they can optionally spend some of the movement, take their full Action, and then spend the rest of their movement. (ex. move 3, action, then 7) This does not work with Movement Ability.
- Move Reaction: You cannot move through a Person. While using Move to go around a person, if you go within 2 Blocks of a Person, they get an Attack Emote (never an Ability) on you out of Turn. This Attack Emote is known as an "Opportunity Attack."
- Attack Emote: Attack Emote means using a Turn to perform a Weapon/Magic Attack on a Target. When using an Attack Emote, you cannot also use Abilities in the same Turn unless specified.
- Attack Stat: Attack Stat is a Number based on Proficiency used for Attack Emotes on Targets. This is determined by the Abilities and Combat Style the Player is using.
- Defense Stat: Defense Stat is a Number based on Proficiency used for Defending against Attacks. This is determined by the Abilities and Combat Style the Player is using.
- Block Token: A Block Token is a Resource that, if you take 2HP or more Damage from Enemy Abilities or Attacks, automatically triggers to reduce the Damage by 2HP, and then destroy the Block Token.
- Block Rules: Block Tokens can Stack, never more than 3 per Person, don't prevent Effects (like Displaced/Status Effects), and must be tracked in Nicknames (/nick use Harry 10 HP 3 BT)
- Armored: Whether by wearing an Armor Minecraft Skin, or using a Summon Armor Ability, this automatically grants 1 Block Token, which is automatically refreshed when Combat Ends.
- Stagger: If you are Staggered, the Ability or Attack Emote you tried to do is interrupted, and has no effect or Damage. This never puts Abilities on Cooldown when used to interrupt.
- Dispel: Dispel can only be used on Powers. If you are Dispelled, it means your Power (Ability) was interrupted, and no effects or Damage applies. Dispel puts Abilities on Half Cooldown.
- Displaced: If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else, and cannot use Move during the Turn immediately after.
- Stance Ability: A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are indefinite and cannot be Dispelled/Staggered.
- Stance Rules: Only one Stance can be active at any time. Entering a Stance does not consume a whole Turn, but changing from one Stance into another does consume a whole Turn.
- Link Break: Link Break is an effect that breaks all links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
- Ability Stacking: If an Ability says it "Does Not Stack" this means that the Ability cannot be used multiple times on the same person at the same time, even by different people.
- Line of Sight: Line of Sight, or LOS, is relevant for Ranged Attacks. Characters cannot make a Ranged Attack on someone they cannot see, or someone who they can only see a small portion of.
- Max HP Reduction: If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.
Combat Rules are loose Rules that did not fit in any other section, but dictate some niche situations or circumstances that don't happen often, yet were necessary enough to be recorded on this page. This is still recommended reading.
- Combat Styles: When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, Changing Combat Styles (and weapons) does consume a whole Turn.
- Duplicate Abilities: Having/Point Buying Abilities with the same name, even from different Packs, does not grant a less Cooldown, or extra uses. It is inefficient Character Creation.
- Unwalkable Blocks: In any and all circumstances a Character cannot stand the following Blocks: Wool Blocks, Leaf Blocks, Barrier Blocks, Candles, Roots, Chains, Lanterns, Grindstones.
- Unwalkable Places: You can Roleplay anywhere (including roofs) your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.
- Falling Damage: Abilities can Displace Characters off of Ledges. If falling more than 6 Blocks, take 2 HP Damage, unless an Ability reduces or prevents it.
- Identity Reveal: Having or not having Abilities, functioning or not functioning of Abilities, cannot reveal hidden traits like Afflictions or a person's Disguised Identity.
- Water Boundary: Abilities that Displace can never force you to fall into or out of Water. If a Knock Back would force you to the water's edge, stop at the nearest land Block.
- Prone Movement: When a Character has the Status Effect of Prone applied to them, they cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks.
- Ability Use Conflict: If two Abilities are used at the same time, that do the same thing or a similar thing, and conflict with each other, an Ability used on Self goes first.
These Combat Effects stick with a Character between Turns. Some have a time limit, or require additional action. Status Effects of the same type cannot Stack. Additional Rules may be written in the Abilities themselves.
Ability Types are different ways Abilities are called or described that may affect how they interact with other Abilities. This is recommended reading for additional Ability context.
Status Identity is how a Character can be identified by specific in-Lore/OOC Terms. Status Identity does not confer moral correctness of any kind. Characters are always defined by their actions not what they are.
- Mundane: If you are Mundane, you have no Magic or Powers of any kind, not even God Magic. This is what Purists consider Purity.
- Purists: Purists are people who consider Magic or Powers evil, unless they are granted by their own specific God(s).
- Attuned: If you are Attuned, you have Magic or Powers like God Magic, but never from another Dimension like the Void, Ordial, or Exist. (Archon, Affinities, Faith PB's, excl Prayer).
- Magical/Occult: If you are Magical, you have Magic or Powers, specifically from another Dimension like the Void and Exist. (Magic, Afflictions).
- Disguised: Disguised means that a Character cannot be recognized, even if they look similar. This is always only because of Abilities, and cannot be stacked on top of itself.
- Hidden: Hidden means that any Abilities or Mechanics a Character uses cannot be recognized, and are totally unnoticeable, or "hidden." Event NPCs, especially the Imperial Palace, Arken, and Gods, ignore this status.
- Important Note on Hidden Abilities Please remember, that while Abilities themselves may be hidden, using them to have other Characters take actions that are out of the ordinary for them, may still result in suspicion.
This is an optional system to simulate Persuasion Dialogue. Persuasion is mostly used on Event Characters (such as for example Characters mentioned on the Profiles Page, but also other DM Event Characters), but can also be used on Players. OOC Consent is always required for a Persuasion Roll when used on Players, but if OOC consent is provided, then the player must abide by the result of the Persuasion Dice. Persuasion Rolls should be used in good faith not to make Characters do stupid things or harm themselves, but to simulate Charisma and Persuasion, which are hard to emulate in Roleplay. Persuasion Dices follow several rules:
- By default, Persuasion rolls for every Character are at least 3. This can be increased by up to 7, by adding Wisdom or Intelligence Proficiency.
- When doing a "Persuasion Check", the person attempting to persuade uses dialogue first, then Persuasion Roll, then the Target also does a Persuasion Roll.
- NPC/Event Characters/DM Characters do not do a Persuasion Roll, they have a set number (either declared on the Wiki, or hidden during Events).
- If the person attempting the Persuasion rolls equal or higher than the defender, they win. Persuasion Rolls can be used an infinite amount of times.
- Succeeding a Persuasion Roll only applies to a single attempt to sway someone of an opinion or action. Persuasion Rolls cannot be used on Gods in Summonings.
- By default, Persuasion Cap (meaning the maximum Dice Roll) is always 10. This can however be increased by outside sources and effects listed below here.
- Adapt Point Buy includes a Mind Control Pack which allows users to boost the final Dice result by +2 when used on others, which does not raise the Persuasion Cap.
- Adapt Point Buy includes a Mind Control Pack which adds +2 to every Dice Roll before results only used by Self, which raises the Persuasion Cap by +2.
- Hoterie Order members are granted a Mechanic which adds +2 to every Dice Roll before results only used by Self, which raises the Persuasion Cap by +2.
- Slizzar Always Persuasion Roll at the Persuasion Cap of 14 regardless if they have bonuses, and always gain +2 to the final result of each Dice Roll.
- Aelrrigan Order, Viridian Order, and Lothar Order Diplomacy Chapters gain +2 to Persuasion rolls, and raise the Persuasion Cap by +2.
- Phantom Archon gain +2 to the final Dice result when Persuasion Dice Rolling against non-Mundane Characters, though Cap remains unchanged.
- Pride Arkenborn can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.
- Estelley Godborn can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.
- Fury Arkenborn that defeat someone, gain +5 to the final Dice Result for up to 7 days after having defeated them in Combat.
- Happiness Arkenborn that make someone laugh, gain +2 to the next Persuasion Dice and can also gain Persuasion from Dexterity.
- Draconism Faithful are allowed to Persuasion Dice against Gods, while gaining +2 to Persuasion rolls + raising the Persuasion Cap by +2 on Gods only.
- Fin'ullen have a Heritage Trait Mechanic that increases their Dice Rolls on Arken, Arkenborn, and Spirits, by +2, and also their Persuasion Cap by +2.
- Whatever combination to increase the Persuasion Cap, the Persuasion Cap can never go over 14. If additional Persuasion Cap bonuses are stacked, they do nothing.
A character with a shapeshifting or magical disguise mechanic is able to replicate the appearance of any Affliction or Affinity. Any attempt to disguise as Knights or Guild Members would immediately fail however, due to an official registry being kept between each organization. Characters are allowed to be suspicious of a character if they do not act in accordance with the behaviors typical of the group they're disguising as (a character refusing to drink blood whilst disguised as a Vampire, for example). It's possible in some private roleplay scenes for a character to pass off as a Knight or Guild member, but this is only if everyone in the scene grants their OOC consent.