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| header1    = The Ability and Proficiency System
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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.
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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. Conversely, this page should always be referenced back to as a base set of rules for Abilities, and not ignored wholesale. An indexed list of all abilities can be found on the [[Ability List]] page.
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. Conversely, this page should always be referenced back to as a base set of rules for Abilities, and not ignored wholesale. An indexed list of all abilities can be found on the [[Ability List]] page.
(intro header)
==“Abilities” on Massivecraft==
==“Abilities” on Massivecraft==
Massivecraft uses a unique blend of free-form roleplay combat and magic, and structured mechanics, which is a broad umbrella term for what we call “Abilities.” This page is important to read, and refer back to, in conjunction with the Proficiency Page. Abilities emulate unique actions and effects similar to many Class Features found in traditional tabletop roleplaying games (such as D&D). While it is possible to roleplay on Massivecraft without engaging with the Ability system, we encourage people to try it out to get the whole experience, and a large percent of the current player base utilizes it in some shape or form.
Massivecraft uses a unique blend of free-form roleplay combat and magic, and structured mechanics, which is a broad umbrella term for what we call “Abilities.” This page is important to read, and refer back to, in conjunction with the Proficiency Page. Abilities emulate unique actions and effects similar to many Class Features found in traditional tabletop roleplaying games (such as D&D). While it is possible to roleplay on Massivecraft without engaging with the Ability system, we encourage people to try it out to get the whole experience, and a large percent of the current player base utilizes it in some shape or form.
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*'''Internal Cooldown:''' An Ability with an “Internal Cooldown” has a specific period of time where the same person cannot have it used on them more than once in that time. For example, if an Ability has an Internal Cooldown of 10 minutes, someone can only be targeted by it once every 10 minutes, even by different people.
*'''Internal Cooldown:''' An Ability with an “Internal Cooldown” has a specific period of time where the same person cannot have it used on them more than once in that time. For example, if an Ability has an Internal Cooldown of 10 minutes, someone can only be targeted by it once every 10 minutes, even by different people.
*'''OOC Consent:''' If an Ability or Mechanic mentions OOC Consent, this is strictly something that can only be used if the player it is being used on consents whole-heartedly to its usage. They are not obligated to say yes, and attempting to coerce or convince someone to say yes after the fact can be considered harassment. OOC Consent can be revoked at any time, and is not a  permanent agreement.
*'''OOC Consent:''' If an Ability or Mechanic mentions OOC Consent, this is strictly something that can only be used if the player it is being used on consents whole-heartedly to its usage. They are not obligated to say yes, and attempting to coerce or convince someone to say yes after the fact can be considered harassment. OOC Consent can be revoked at any time, and is not a  permanent agreement.
*'''Stance Ability Swapping:''' Stance Techniques are a specific kind of Abilities with a unique rule for using them. While normally players can only use one ability per emote as a general rule of thumb, if a character is not in a Stance Technique, they can (in one emote) activate the Stance Technique and use an Ability from that Stance Technique at the same time. If a character wants to go from one Stance to another Stance, they cannot use other Abilities in the same emote, they must spend an entire Emote leaving their original stance and entering their new one.
*'''Debuffs & Curses:''' Negative Effects have two distinct classifications, specified in the ability that applies them. Debuffs are the most common negative effect, imparting some detriment until they are removed, or expire. Curses are a rarer type of Debuff, as they cannot be cleansed or removed by any means, except their own. Curses will always describe how to remove them, and when they naturally expire on their own.  
*'''Debuffs & Curses:''' Negative Effects have two distinct classifications, specified in the ability that applies them. Debuffs are the most common negative effect, imparting some detriment until they are removed, or expire. Curses are a rarer type of Debuff, as they cannot be cleansed or removed by any means, except their own. Curses will always describe how to remove them, and when they naturally expire on their own.  
**'''Rooted/Trapped:''' A character who is rooted or trapped cannot move. They can still fight, use Abilities, and defend themselves.
**'''Rooted/Trapped:''' A character who is rooted or trapped cannot move. They can still fight, use Abilities, and defend themselves.
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**'''Bloody:''' A character who is Bloodied is unable to benefit from healing (from any source) until the Debuff is removed.
**'''Bloody:''' A character who is Bloodied is unable to benefit from healing (from any source) until the Debuff is removed.
**'''Threatened:''' A character who is Threatened must take a specific action, or suffer a specific consequence or other Debuff determined by the Ability that threatened them. Threatened is a Debuff that does stack, but only from different sources.  
**'''Threatened:''' A character who is Threatened must take a specific action, or suffer a specific consequence or other Debuff determined by the Ability that threatened them. Threatened is a Debuff that does stack, but only from different sources.  
**'''Brittle:''' A character who is Brittle has unique things happen to them depending on what is used on them while they are Brittle. Brittle is a Debuff that does not stack. When a person with Brittle takes damage from a Basic Attack, Brittle is removed and an additional 1HP of damage is taken. Some Abilities have additional effects when used on Brittled targets, also removing Brittle when used. Once Brittle is removed, it can be applied again, but a Basic Attack cannot trigger it for 10 minutes (Abilities still can).
**'''Brittle:''' A character affected by Brittle undergoes unique effects from various actions taken against them. This Debuff does not stack and is removed when the character takes damage from a Basic Attack, which causes an extra 1HP of damage. Certain Abilities can trigger extra effects on Brittled targets, also removing the Debuff. After being removed, Brittle can be reapplied, but Basic Attacks can't trigger it for 10 minutes (Abilities still can).


==Rules==
==Rules==
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*By default, a Character's Main Combat Stat is determined by the Proficiency and Weapon Type they are using, but it can be altered by specific Abilities or Mechanics.  
*By default, a Character's Main Combat Stat is determined by the Proficiency and Weapon Type they are using, but it can be altered by specific Abilities or Mechanics.  
*If an Ability and a Mechanic do the same thing, Abilities almost always take precedence over the mechanics.
*If an Ability and a Mechanic do the same thing, Abilities almost always take precedence over the mechanics.
*You cannot combine Abilities and Mechanics that alter the stat used for Main Combat Stat and Main Defense stat, unless otherwise specifically mentioned that they can be combined. If these Abilities and Mechanics are used at the same time, you can only choose one, and the other has no effect.
*You cannot combine Abilities and Mechanics that alter the stat used for Main Combat Stat and Main Defense stat, unless otherwise specifically mentioned that they can be combined. If these Abilities and Mechanics are used at the same time, you can only choose one, and the other has no effect. (Ex. You cannot combine Cutthroat Stance, which changes Main Combat from STR to DEX, and Tech Defense, which changes Main Defense from CON to WIS.)
*A character can only use one Ability per emote when engaging in Combat Roleplay, unless that Ability specifically mentions it can be used in conjunction with another. This exists to encourage fairness and streamline combat, treating each emote as a “turn.”
*A character can only use one Ability per emote when engaging in Combat Roleplay, unless that Ability specifically mentions it can be used in conjunction with another. This exists to encourage fairness and streamline combat, treating each emote as a “turn.”
*If an Ability  involves some sort of leap, jump, or movement, this movement is always strictly horizontal and can never be used vertically. This has some leniency if there is a minor elevation change, but otherwise leaps cannot be used to travel up or down, unless it specifically mentions otherwise, in which case limitations will be given within the description.
*If an Ability  involves some sort of leap, jump, or movement, this movement is always strictly horizontal and can never be used vertically. This has some leniency if there is a minor elevation change, but otherwise leaps cannot be used to travel up or down, unless it specifically mentions otherwise, in which case limitations will be given within the description.
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*If a character falls from a high place, more than 6 blocks, they always take damage (one minor wound in logic combat, or 1 HP in optional combat) no matter the height. Characters can only be knocked off from high places by Abilities that specifically mention knocking someone off from a high place, and if a character has some Ability that grants them "fall immune" or "immunity to falling damage," they do not take any damage from falling.  
*If a character falls from a high place, more than 6 blocks, they always take damage (one minor wound in logic combat, or 1 HP in optional combat) no matter the height. Characters can only be knocked off from high places by Abilities that specifically mention knocking someone off from a high place, and if a character has some Ability that grants them "fall immune" or "immunity to falling damage," they do not take any damage from falling.  
*It is considered Metagaming by our rules to use Abilities to detect or determine someone is something based on purely mechanical functions. For example, if an Ability only works on Vampires, you can't just use it on people to see who it "works on" and call them out as a Vampire.  
*It is considered Metagaming by our rules to use Abilities to detect or determine someone is something based on purely mechanical functions. For example, if an Ability only works on Vampires, you can't just use it on people to see who it "works on" and call them out as a Vampire.  
*If a character is affected by Knockback and would fall off of a ledge, they fall as normal. The only exception to this is if the ledge below them would lead to water, in which case the target may choose to remain at the ledge.
*If swapping weapons, a character must spend one emote dedicated to exchanging them before being able to attack and use Abilities once again.
===Techniques===
===Techniques===
Techniques are expressions of mundane skill and prowess. They can be easily explained as your character just being able to perform a certain task or skill, and aren’t seen as Occult. If a character is Occult in some way however, they can apply magical aesthetics of their choice to Mundane Techniques, but this does not change how they work mechanically. Techniques have the following categories:  
Techniques are expressions of mundane skill and prowess. They can be easily explained as your character just being able to perform a certain task or skill, and aren’t seen as Occult. If a character is Occult in some way however, they can apply magical aesthetics of their choice to Mundane Techniques, but this does not change how they work mechanically. Techniques have the following categories:  
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===Charm Rolls & Persuasion Mechanics===
==Persuasion Rolls==
Some Abilities, Mechanics, and functions may mention a "Charm Roll" or "Persuasion Mechanic." This is used primarily to convince NPC & Event characters to do or beleive certain things, but can also be used on other players (with OOC consent). At a base, Persuasion Dice Rolls are usually based on Wisdom and Faith (or another Stat if the source mentions it). To know a Persuasion Dice Roll number, add Wisdom and Faith together, up to a maximum of 11. That is your /dice roll for Persuasion. Staff will assign numbers to each NPC/Event Character, some characters like Arken might have very high Persuasion numbers like or 11 (allowing Persuasion to only work in the equivalent of a critical success roll), but other more mundane characters might have a number between 3 and 7.If applied to other Players, their Persuasion Stat is always Wisdom + Faith as well, up to a maximum of 11 (if they OOC agree to do a Persuasion Roll). In order to succeed, a character needs to roll at or higher than the Persuasion Stat of the person they are attempting to Persuade or Charm. Charm and Persuasion cannot convince Characters of completely insane information or suggestions, and does not for example work in broad instances like "do whatever I want" or "fall onto your own sword", but can work in instances like "hey let's not fight" and "I think you should help my friend here do something illegal and get away with it". Need help deciding what is reasonable or more information? Please contact Lore Staff in a Discord Ticket.
This is an optional system to simulate Persuasion Dialogue. Persuasion is mostly used on Event Characters, but can also be used on Players. OOC Consent is always required for a Persuasion Roll when used on Players.
* Every Person can use Persuasion Rolls, and by default, Persuasion rolls are 3 + Wisdom (or Faith) Proficiency up to a max of 10. This cannot be boosted with Abilities.
* When doing a Persuasion Roll, the defender also does /Dice 3 + Wisdom (or Faith) Proficiency, and if they roll higher, the Persuasion fails, otherwise it succeeds.
* Some Characters like Vampires and Archon have Expanded Persuasion Rolls written on their pages, with an increased maximum and more/other ways to stack Dice odds.
* The Maximum a Persuasion Dice can ever reach, is 14. Staff will assign a hidden Persuasion Stat to each Event Character, that will not be revealed even on Rolls.
* NPC Characters do not perform a /Dice, instead to succeed in a Persuasion Roll, the player must simply roll equal or higher to their hidden Persuasion Stat.
* Even if OOC consent is given, Persuasion Rolls cannot convince Characters to self-harm, and persuasion only applies to singular ideas or actions, never open-ended.
* Generally speaking if Consent is given, a player should not in bad faith crawl back on their decision, and allow their Character to be persuaded, and stick with it.
* Characters that have been persuaded, either Player or Event, should not suddenly change their mind unless new information or actions are presented that changes things.