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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.
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==“Abilities” on Massivecraft==
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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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==Proficiency System==
| header1    = The Ability and Proficiency System
Massivecraft has a few types of specific terms when it comes to the Ability & Proficiency System: Traits, Abilities, Limitations, and Mechanics. These are categorized by what we consider “Aesthetic,” which is a function that exists purely to look or be cool, and have no significant unwanted effect on another character, and “Competitive” which involves gaining an advantage or edge over another character. They are explained below:
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===Traits & Limitations===
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.  
Traits are the unique features of something, whether it be Races & Cultures, Magic, or Afflictions & Affinities (ex. Vampires & Werewolves). They are not always magical in nature, oftentimes just reflections of cultural traditions and skills passed down. Traits include things like Abilities, Limitations, and Mechanics, and are unique per-source. Limitations are an aspect of Traits that prevents a character from having things that would conflict with each other. Sometimes, these conflicts are based in Lore and Roleplay, such as a certain kind of Magic preventing you from using another kind of Magic, but more often than not they are strictly OOC balance considerations. A character can have any number of Traits from any source, but some of their Limitations will inherently conflict, so this should be taken note of.
}}
===Mechanics===
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.  
Mechanics are a sub-set of the Proficiency system, usually granted by Traits, or individually by an Affliction or Affinity. Mechanics are unique in that they usually alter the rules of something, or grant some unique thing that is not explicitly an Ability. Common Mechanics involve changing how Proficiency Pack Rules work, minor Stat boosts, free Proficiency Packs, or what we call consent-based effects. Consent based effects require a player to OOCly agree for something to happen to their character, which can be revoked at any time at will.
===Abilities===
Abilities are further categorized into “Techniques” and “Powers.” These are both Abilities, but are distinct from each other so that if something mentions “Powers” it will only interact with Powers, but if something mentions “Abilities,” it interacts with both. Techniques are strictly non-magical feats of martial prowess and skill. Powers are always magical in nature, and can be granted by Gods, Spirits, other supernatural figures, or just by deciding to learn magic in a traditional wizard fashion. Powers have a number of extra rules attached to them, which are explained below in the “Ability Powers” section. Abilities are always “Competitive” in nature, and involve attacking someone, moving someone around, cursing someone with negative effects, or anything that one would expect to be used in combat. A character can have any number of Abilities, but there is generally a soft-cap of about 18-20, as characters are limited to 14 Proficiency Points max, which are used to purchase Abilities, and can only gain about 4-5 extra from their Race or Affliction. Abilities are always listed in special wiki-boxes, which are easy to identify on a page at a first glance. Abilities can also be further altered by a “Modifier,” which is something not all Abilities have, but exist to change their function. Modifiers are not optional, and always apply when they exist. Abilities can always be quickly referenced on the Ability List, which can be found on the Wiki, and in-game in a pinch.


==Terminology==
==Combat Roleplay==
This is a set of unique terms Massivecraft uses within Abilities & Specials, that have unique rules and meaning, outlined here.
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#Optional_Combat_Roleplay_Rules|Proficiency]] Page.
*'''Main Combat Stat:''' A character’s highest Proficiency that they use for Combat, such as Strength, Magic, or Dexterity. Main Combat Stat is typically dependent on the weapon being used, and changes depending on how the character is fighting.
==Combat Terms==
*'''Main Defense Stat:''' A character's Proficiency that they use to defend themselves in Combat, such as Constitution, Wisdom, or Magic. Main Defense Stat is dependent on Point Buy Packs and Abilities the user has, but by default is Constitution.
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.  
*'''Block Token:''' A Block Token is a specific resource a Character can gain from Abilities. A character can have up to 3 Block Tokens, and when they would take damage from Abilities or Attacks, the Block Tokens automatically triggers at a rate of 1 Hit/HP to 1 Block Token. This does not prevent any extra effects from occurring, but only protects them from harm. A Player is expected to keep track of their Character’s Block Tokens, and designate it in their /nick with Character Name (Number) BT.  
* '''Target:''' A Target is always another Character/Person in a Roleplay Scene. If you can see at least half the Minecraft Character in-Game, and have Line of Sight,  you are able to Target the person in question.
*'''Armor:''' A character who has Armor, whether from an Ability that lets them summon it, or by wearing Armor on their Minecraft Skin gains 1 Block Token for as long as they are wearing the armor. If used, the Block Token is re-gained at the end of Combat.
* '''Line of Sight:''' Line of Sight, or LOS, is an exception for Targeting. Allied Player Characters never block Line of Sight. Enemy Player Characters only block Line of Sight if they are further than 5 Blocks Away.
*'''Disguised:''' If a character does not have an Ability or Special that designates them as “Disguised,” they can be identified by others by their voice, mannerisms, etc. A character must have one of these Mechanics to be considered appropriately disguised, but these mechanics cannot be used at the same time. Some shapeshifting mechanics count as being Disguised, but allow for overlap.
* '''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.
*'''Exorcism:''' Exorcism is a prolonged ritual that removes certain effects, which will usually say “cleansed by an Exorcism.” It requires the target to be either willing, or fully restrained, and takes 10 OOC minutes to complete without interruption. Exorcisms do not target one specific effect, they will cleanse any and all applicable Debuffs or effects on the target (even positive ones).
* '''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.
*'''Stagger / Staggered:''' If a character is Staggered, all of their active Ability usage and attacks are interrupted, and no effects or damage take place. Staggers do not put any Abilities on Cooldown.
* '''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.
*'''Displacement / Displaced:''' When a character 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.
* '''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.
**'''Knock Down/Over:''' A specific type of Displacement effect. A player that is Knocked Down/Over cannot move or use movement power abilities whilst on the ground. It takes an emote to stand up again.
* '''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 (But not diagonally), but, it cannot be used in the same Turn as a Movement Ability.
*'''Mundane Cover:''' An Ability that creates a non-magical cover or protection for the user, which protects them from different things depending on the Ability they gained it from.
* '''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.
*'''Cleanse:''' An Ability that removes one or more Debuffs from a character, immediately ending any negative effects they impart. An Ability that Cleanses does not work when used on Self if the Debuff would prevent the Ability from being used in the first place. (Ex. If a character is Silenced, and it prevents them from using Powers, they cannot use one of their own Powers to Cleanse it. Someone else must Cleanse it for them.)
* '''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 without using an Action. This Attack Emote is known as an "Opportunity Attack."
*'''Countered:''' If a characters’ Ability is Countered, the Ability is interrupted, and no damage or effects from the Ability take place. Additionally, the Countered Ability is forced on half its normal Cooldown.
* '''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.
*'''Stacking/Stack:''' An Ability that does not "Stack" cannot affect the same person more than once per period of its cooldown. If an Ability has a Cooldown of one hour, the same person can only be affected by that Ability, from any number of people, once per hour.
* '''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.
*'''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.
* '''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.
*'''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.  
* '''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.  
**'''Rooted/Trapped:''' A character who is rooted or trapped cannot move. They can still fight, use Abilities, and defend themselves.
* '''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)
**'''Silenced:''' A character who is silenced cannot use Powers for the duration of the Silence. Counter Powers and Passive powers are not affected by Silence.
* '''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.  
**'''Weakened:''' A character who is Weakened cannot use Active Techniques or Mount Techniques for the duration of the weaken.
* '''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.  
**'''Confused:''' A character who is Confused specifically cannot target the person who Confused them with Powers for the duration of the Confusion.
* '''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.
**'''Blinded:''' A character who is Blinded cannot target anyone else with Abilities or Attacks, but can still defend and target themselves. A character is always Blinded for a maximum of 10 minutes, but can end this Debuff early by spending an emote to freely cleanse it.
* '''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.
**'''Marked:''' A character who is Marked will be automatically hit by the next basic attack that targets them, after which this Debuff is removed. These hits can still be negated or blocked by other effects.
* '''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.
**'''Bloody:''' A character who is Bloodied is unable to benefit from healing (from any source) until the Debuff is removed.
* '''Stance Rules:''' Only one Stance can be active at any time. Entering a Stance does not use an action, but exiting a stance does consume the user's action, preventing them from doing anything else.
**'''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.  
* '''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.
**'''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 a second point 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).
* '''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.
* '''Max HP Reduction:''' If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.


==Rules==
==Combat Rules==
This is a set of rules that applies to Traits, Abilities, and Mechanics.
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.
*If a Pack is listed as "Free," meaning it can be taken without any Point Buy Investment at all, or if it comes "Free" attached to the purchase of another Point Buy Pack, these "Free" Packs can always be removed or re-added without restrictions.
* '''Weapon Swapping:''' When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, changing Weapons does consume a whole Turn.
*If a Pack or Ability is granted for free, from any source, it does not grant Stats like it would if the player purchased the pack, unless otherwise stated.  
* '''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.
*If an Ability has exactly the same name, a Character can only ever have one instance of that ability, even if they buy it from completely separate packs or gain it from different sources. They do not have unique cooldowns or usage.
* '''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, Trapdoors without Walkable Blocks beneath them.
*If an Ability or Mechanic offers numerical bonus (+1, +2, etc) to a specific Proficiency Stat, this never confers an additional Point-Buy Pack. 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.
* '''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.  
*If an Ability or Mechanic offers a numerical bonus to a specific Proficiency Stat, this never exceeds the maximum cap of that Proficiency, unless it specifically says that it breaks or exceeds the cap, or if the Character has another Ability or Mechanic that increases their cap.  
* '''Falling Damage:''' Characters don’t take Fall Damage if they choose to Jump off. Flavor this as Magic, Climbing, or a controlled fall. Characters only take Fall Damage if Displaced off.
*By default, if a Character is using Dexterity or Strength as their Main Combat Stat, their Main Defense Stat is always Constitution. If a Character is using Magic as their Main Combat Stat, their Main Defense Stat is always Wisdom. These cannot be mixed and matched (ex. Main Combat Dex & Main Defense Wisdom) unless there is a specific Ability or Mechanic that says you can swap out.
* '''Forced Falling:''' Abilities can Displace Characters off of Ledges. If a character is forced off a ledge, and falls more than 6 Blocks, take 2 HP Damage. If more than 15 Blocks, take 4 HP Damage.
*If an Ability and a Mechanic do the same thing, Abilities almost always take precedence over the mechanics.
* '''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.
*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 on your Stats.
* '''Water Penalty:''' If a Character is fully submerged in water, without an Ability or Mechanic that negates this, they suffer -5 Movement Speed, cannot use Abilities, and -7 Attack Stat.
*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.”
* '''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.  
*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.
* '''Prone Movement:''' While a Character has the Prone Status Effect, they cannot use Movement Abilities, and can only Move up to 5 Blocks. When Prone is removed, this applies for the rest of that Turn.
*A character is allowed to walk on high ledges, rooves, and buildings without any specific Ability or Point Buy Pack, however, this only applies for if they can reasonably walk up a set of stairs, or a ladder, to get there. Using things such as Ender Pearls or Elytras is not allowed except with specific Ability or Mechanic functions. Players can use the Plugin Trait Jump 1, but not Jump 2 without an Ability or Mechanic function that mentions it. Characters cannot stand or walk on Leaf Blocks, Wool Blocks, or Fences.  
* '''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.
*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.  
* '''Counter Abilities:''' You cannot use Counter Abilities (Counter Techniques and Dispel Powers) on other Counter Abilities.
*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.  
* '''Leaf Movement:''' If a leaf block is ground level and has a solid block beneath it, you can move through it at double movement cost. If there are no solid blocks underneath, you fall through. Displacements ignore this rule.
===Techniques===
* '''Ranges Plugin:''' Massivecraft has an in-game plugin that allows players to check how far away they are from another player, which is useful for Abilities. /rpa range help offers more detailed commands.
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:
* '''Ability Plugin:''' Massivecraft has an in-game plugin that allows players to reference Abilities in their emotes. Sending (a:AbilityName) or (ability:AbilityName) in any chat will create a hoverable tooltip with the Ability’s full description. This text will always be white, no matter what chat it is in, so it will stand out in emotes. /rpa help offers more detailed commands.
{| class="wikitable"
* '''Minecraft Model Mods:''' Massivecraft’s Ability System judges Line of Sight and character models based on default Minecraft models. If a Player has a Mod that makes their Model look larger or wider, this does not count for the purpose of this system.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
|-
| style="background-color:#efefef;" | Passive Technique
| A Technique that is always granting some benefit or effect.  
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
|-
| style="background-color:#efefef;" | Active Technique
| A Technique that must be actively turned on or used to take effect. Sometimes has a condition that must be met before it can be used.  
| style="text-align: center;" | {{#simple-tooltip: Conditional | Some Techniques describe ways they can be turned on/off, or disabled.}}
|-
| style="background-color:#efefef;" | Counter Technique
| A technique that must be actively used to counter a specific triggering condition.  
| style="text-align: center;" | {{#simple-tooltip: No | Counter Techniques cannot be used on other Counter Techniques. }}
|-
| style="background-color:#efefef;" | Stance Technique
| A technique that activates a stance, which changes how one fights. Some techniques require a Stance Technique to be active before they can be used. Stance Techniques from Point Buy cannot be used at the same time.
| style="text-align: center;" | {{#simple-tooltip: No | N/A }}
|-
|}


===Ability Powers===
==Status Effects==
Ability Powers are varied and magical in nature, and thus have extra rules attached to them. Below is a list of those rules, and an explanation of the unique aspects of each type of Power.
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.  
Powers have two aspects to them, their type, and Dimension. Power types distinguish how they work, and also how they interact with other Powers and Abilities. Dimension is a specific classification that determines what magical plane the Power is drawing from. When a Power is gained or used, it always has one of the following Dimensions attached to it: Primal, Ordial, Void, or Exist. This is determined by where a character gained that power from. For example, if a character gained an “Instant Power” from being a Vampire, because Vampires are always Void, that Power would be a “Void Instant Power.” This aspect is only relevant when Abilities mention that they only interact with certain Dimensions.
<table style="width: 100%;">
{| class="wikitable"
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
<div class = "div-col">
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
* [[File:Trappedimg.png|22px]] '''Trapped:''' When Trapped, you cannot move, but can still use Abilities and fight on spot.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
* [[File:Silencedimg.png|22px]] '''Silenced:''' When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.
|-
* [[File:Weakenedimg.png|22px]] '''Weakened:''' When Weakened, you cannot use Instant Techniques and Mount Techniques.
| style="background-color:#efefef;" | Passive Power
* [[File:Confusedimg.png|22px]] '''Confused:''' When Confused, you cannot Target the person who Confused you.
| A Power that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user.
* [[File:Blindimg.png|22px]] '''Blinded:''' When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers.}}
* [[File:Markedimg.png|22px]] '''Marked:''' When Marked, you will be automatically hit on next Attack, then the Effect ends.  
|-
* [[File:Bloodyimg.png|22px]] '''Bloody:''' When Bloody, any healing you receive is reduced by 1, to a minimum of 0.  
| style="background-color:#efefef;" | Toggle Power
* [[File:Threatenedimg.png|22px]] '''Warned:''' When Warned, you must choose between two negative outcomes, then the Effect ends.
| A Power that can be toggled on and off at will, but is otherwise permanently active when on.
* [[File:Brittleimg.png|22px]] '''Brittle:''' When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers.}}
* [[File:Guardedimg.png|22px]] '''Cursed:''' When Cursed, enemy Healers can target you, and Healing does Damage instead.
|-
* [[File:Proneimg.png|22px]] '''Prone:''' When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect.
| style="background-color:#efefef;" | Control Power
* [[File:Levitateimg.png|22px]] '''Fleeting:''' When Fleeting, if using a Movement Ability, become Prone instead, then the Effect ends.
| A Power that forces some manner of control over the actions or intentions or thoughts of its target.
</div>
| style="text-align: center;" | Yes
</td></tr>
|-
</table>
| style="background-color:#efefef;" | Summon Power
 
| A Power that summons or creates something out of nothing, such as weapons or armor.
==Ability Types==
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only via preventing its usage. If something is summoned, it can generally not be un-summoned except by specific mechanics.}}
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.  
|-
<table style="width: 100%;">
| style="background-color:#efefef;" | Buff Power
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
| A Power that enhances the user or target with some benefit, such as bonus Proficiency Stats, Healing, or Block Tokens.
<div class = "div-col">
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''Instant Technique:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Staggered.  
|-
* '''Passive Technique:''' An Ability that applies an effect for every following Turn, and cannot be Staggered unless specified.
| style="background-color:#efefef;" | Instant Power
* '''Counter Technique:''' an Ability that can only be used if certain conditions described are met. This cannot be Staggered.
| A Power that immediately imparts some effect.
* '''Movement Technique:''' An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Staggered.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''Stance Technique:''' An Ability to activate a Stance Ability (described above in Combat Terms). This cannot be Staggered.
|-
* '''Link Technique:''' An Ability that connects two users and confers some benefit to either or both. This cannot be Staggered.
| style="background-color:#efefef;" | Skill Power
* '''Passive Power:''' An Ability that applies an effect for every following Turn, and cannot be Dispelled unless specified.
| A Power that confers bonus Proficiency Packs, or enhances, alters, or changes currently owned Packs.
* '''Buff Power:''' An Ability that enhances a Target with benefits, like Proficiency/Healing/Block Tokens. Can be Dispelled.  
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''Instant Power:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Dispelled.
|-
* '''Movement Power:''' An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Dispelled.
| style="background-color:#efefef;" | Morph Power
*  '''Dispel Power:''' An Ability that Dispels another Power and prevents its Effects and Damage. This cannot be Dispelled.
| A Power that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it.
* '''Link Power:''' An Power that connects two users and confers some benefit to either or both. This cannot be Dispelled.
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only via preventing its usage, if possible.}}
 
|-
</div>
| style="background-color:#efefef;" | Vehicle Power
</td></tr>
| A Power that only activates when the user is inside of something. Multiple different Vehicle Powers cannot be 'stacked' or used at the same time.
</table>
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
 
|-
==Status Identity==
| style="background-color:#efefef;" | Movement Power
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.
| A Power that alters the user's movement in some way, or acts as a specific form of movement itself.
* '''Mundane:''' If you are Mundane, you have no Magic or Powers of any kind, not even God Magic. This is what Purists consider Purity.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''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).
| style="background-color:#efefef;" | Counter Power
* '''Magical/Occult:''' If you are Magical, you have Magic or Powers, specifically from another Dimension like the Void and Exist.  (Magic, Afflictions).
| A Power that explicitly counters another Ability or effect.  
* '''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.
| style="text-align: center;" |  {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers. Counter Powers cannot be used on Counter Powers.}}
* '''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.
| style="background-color:#efefef;" | Link Power
* '''Monstrous Transformation:''' A Monstrous Transformation is a specific kind of Shift/Appearance that Characters take on, that make them look notably inhuman and scary. This matters for certain Mechanics and Abiliites.
| two way connection between a user and a target. A single character can be a part of many different link powers. If targeted with an Ability that breaks Link Powers, all links on a target (including ones they are casting) are broken for that specific character. If the user is knocked out a Link Power also breaks. If the target exits the range of a Link Power, the Link Power remains, but they do not suffer the effects while they are outside of its range.
* '''Statuses with Monstrous Transformations:''' [[Marken]], [[Vampire]], [[Godborn]], [[Arkenborn]], [[Solvaan]], [[Isldar]], [[Mystech]], and some Custom Kits.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}  
 
|-
==Persuasion Rolls==
|}
This is an optional system to simulate Persuasion Dialogue. Persuasion is mostly used on 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.
** [[Archon#Phantom|Phantom Archon]] gain +2 to the final Dice result when Persuasion Dice Rolling against non-Mundane Characters, though Cap remains unchanged.
** [[Arkenborn#Pride_Arken|Pride Arkenborn]] can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.
** [[Arkenborn#Fury_Arken|Fury Arkenborn]] that defeat someone, gain +5 to the final Dice Result for up to 7 days after having defeated them in Combat.  
** [[Arkenborn#Happiness_Arken|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.
 
==Disguise Credibility==
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.  
 
 
{{Proficiency}}
[[category:Proficiency]]

Revision as of 15:45, 15 September 2024

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

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

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, and have Line of Sight, you are able to Target the person in question.
  • Line of Sight: Line of Sight, or LOS, is an exception for Targeting. Allied Player Characters never block Line of Sight. Enemy Player Characters only block Line of Sight if they are further than 5 Blocks Away.
  • 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 (But not diagonally), 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 without using an Action. 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 use an action, but exiting a stance does consume the user's action, preventing them from doing anything else.
  • 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.
  • 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

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.

  • Weapon Swapping: When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, changing 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, Trapdoors without Walkable Blocks beneath them.
  • 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: Characters don’t take Fall Damage if they choose to Jump off. Flavor this as Magic, Climbing, or a controlled fall. Characters only take Fall Damage if Displaced off.
  • Forced Falling: Abilities can Displace Characters off of Ledges. If a character is forced off a ledge, and falls more than 6 Blocks, take 2 HP Damage. If more than 15 Blocks, take 4 HP Damage.
  • 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 Penalty: If a Character is fully submerged in water, without an Ability or Mechanic that negates this, they suffer -5 Movement Speed, cannot use Abilities, and -7 Attack Stat.
  • 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: While a Character has the Prone Status Effect, they cannot use Movement Abilities, and can only Move up to 5 Blocks. When Prone is removed, this applies for the rest of that Turn.
  • 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.
  • Counter Abilities: You cannot use Counter Abilities (Counter Techniques and Dispel Powers) on other Counter Abilities.
  • Leaf Movement: If a leaf block is ground level and has a solid block beneath it, you can move through it at double movement cost. If there are no solid blocks underneath, you fall through. Displacements ignore this rule.
  • Ranges Plugin: Massivecraft has an in-game plugin that allows players to check how far away they are from another player, which is useful for Abilities. /rpa range help offers more detailed commands.
  • Ability Plugin: Massivecraft has an in-game plugin that allows players to reference Abilities in their emotes. Sending (a:AbilityName) or (ability:AbilityName) in any chat will create a hoverable tooltip with the Ability’s full description. This text will always be white, no matter what chat it is in, so it will stand out in emotes. /rpa help offers more detailed commands.
  • Minecraft Model Mods: Massivecraft’s Ability System judges Line of Sight and character models based on default Minecraft models. If a Player has a Mod that makes their Model look larger or wider, this does not count for the purpose of this system.

Status Effects

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.

  • Trapped: When Trapped, you cannot move, but can still use Abilities and fight on spot.
  • Silenced: When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.
  • Weakened: When Weakened, you cannot use Instant Techniques and Mount Techniques.
  • Confused: When Confused, you cannot Target the person who Confused you.
  • Blinded: When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
  • Marked: When Marked, you will be automatically hit on next Attack, then the Effect ends.
  • Bloody: When Bloody, any healing you receive is reduced by 1, to a minimum of 0.
  • Warned: When Warned, you must choose between two negative outcomes, then the Effect ends.
  • Brittle: When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
  • Cursed: When Cursed, enemy Healers can target you, and Healing does Damage instead.
  • Prone: When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect.
  • Fleeting: When Fleeting, if using a Movement Ability, become Prone instead, then the Effect ends.

Ability Types

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.

  • Instant Technique: An Ability with immediate usage and application of Ability Effects in the Turn. Can be Staggered.
  • Passive Technique: An Ability that applies an effect for every following Turn, and cannot be Staggered unless specified.
  • Counter Technique: an Ability that can only be used if certain conditions described are met. This cannot be Staggered.
  • Movement Technique: An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Staggered.
  • Stance Technique: An Ability to activate a Stance Ability (described above in Combat Terms). This cannot be Staggered.
  • Link Technique: An Ability that connects two users and confers some benefit to either or both. This cannot be Staggered.
  • Passive Power: An Ability that applies an effect for every following Turn, and cannot be Dispelled unless specified.
  • Buff Power: An Ability that enhances a Target with benefits, like Proficiency/Healing/Block Tokens. Can be Dispelled.
  • Instant Power: An Ability with immediate usage and application of Ability Effects in the Turn. Can be Dispelled.
  • Movement Power: An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Dispelled.
  • Dispel Power: An Ability that Dispels another Power and prevents its Effects and Damage. This cannot be Dispelled.
  • Link Power: An Power that connects two users and confers some benefit to either or both. This cannot be Dispelled.

Status Identity

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.
  • Monstrous Transformation: A Monstrous Transformation is a specific kind of Shift/Appearance that Characters take on, that make them look notably inhuman and scary. This matters for certain Mechanics and Abiliites.
  • Statuses with Monstrous Transformations: Marken, Vampire, Godborn, Arkenborn, Solvaan, Isldar, Mystech, and some Custom Kits.

Persuasion Rolls

This is an optional system to simulate Persuasion Dialogue. Persuasion is mostly used on 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.
    • 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.

Disguise Credibility

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.