Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Abilities: Difference between revisions

From MassiveCraft Wiki
No edit summary
mNo edit summary
 
(234 intermediate revisions by 9 users not shown)
Line 1: Line 1:
The Abilities page is a useful resource page that standardizes all abilities, counters and mechanics, for ease of reference. Terms from this page are frequently used for pieces of Lore that grant Abilities. Keep in mind that the information on this page is only a base-level categorization and structure. This means that while we have set forward some basic rules that most if not all Abilities obey by, in some cases, minor differences may occur. As such, please be sure to always read the Lore page thoroughly and not just go off the information on this page. It purely explains the mechanical underpinning of the terminology, not the actual usage and rules of the Abilities, which may still differ on the Lore page.
<div class="mainpage_box">
<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
</div>


==Ability Categories==
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.  
{| class="wikitable"
! 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="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Detectable?
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | State
|-
| style="background-color:#eedbda;" | Beast Shift
| An Ability that transforms the user. Beast Shifts differ from Mythic Shifts because they can be controlled.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eedbda;" | Mythic Shift
| An Ability that transforms the user which cannot be hijacked or countered in any way.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eedbda;" | Racial Shift
| An Ability that transforms the user, and has no counterplay on purpose.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#e0e2ec;" | Constant Passive
| An Ability that is permanently active and cannot be turned off.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Permanent
|-
| style="background-color:#e0e2ec;" | Toggle Passive
| An Ability that can be toggled on and off at will, but is otherwise permanently active when on.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#e0e2ec;" | Trigger Passive
| An Ability that only activates when certain conditions are met, but will remain active while the conditions are still applicable.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Triggered
|-
| style="background-color:#e0e2ec;" | Racial Passive
| An Ability that is permanently active and cannot be turned off, and has no counterplay on purpose.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Permanent
|-
| style="background-color:#eae2cf;" | Magic Spell
| An Ability that is used exclusively by Mages. Mages also have their own internal Mage-Deflect counter mechanic.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Sorcery Spell
| An Ability that is used exclusively by Sorcerers. Sorcery Spells cannot be countered by Mage-Deflect.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Vampire Spell
| An Ability that is used exclusively by Vampires. An Upyr or Greater Vampire can also use Vampire Spells.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Upyr Spell
| An Ability that is used exclusively by Greater Vampires.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Werebeast Spell
| An Ability that is used exclusively by Werebeasts. An Allat or Greater Werebeast can also use Werebeast Spells.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Allat Spell
| An Ability that is used exclusively by Greater Werebeasts.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Racial Spell
| An Ability that has no counterplay on purpose.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Ritualist Spell
| An Ability that can be used by those who have the sufficient Proficiency invested and faith (or lack thereof) in religion.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Phantasma Spell
| An Ability that is used exclusively by Witchbloods.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Silven Spell
| An Ability that is used exclusively by Silven. All non-Aesthetic Silven Mutations are classified as Silven Spells.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Mythic Spell
| An Ability that cannot be countered or stopped in any way.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#d8ece0;" | Immobile Channel
| An Ability that allows for a constant effect, though rooting the user in place and disallowing any other actions. A character may only have one Channel Ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#d8ece0;" | Mobile Channel
| An Ability that allows for a constant effect, though diminishing the mobility of the user to a degree and allowing some actions. A character may only have one Channel ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#d8ece0;" | Linked Channel
| An Ability that allows for a constant effect with a minor requirement, but does not inhibit or limit the user in any other way. A character may only have one Channel ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#f0ddf2;" | Mind Illusion
| An Ability that affects the mind of specific individuals, making them experience things that are not real.
| style="text-align: center;" | Yes
| style="text-align: center;" | No
| style="text-align: center;" | Channel
|-
| style="background-color:#f0ddf2;" | Object Illusion
| An Ability that affects an object, which imparts experiences on those around them/using them in some way.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#e1d1d6;" | Target Curse
| An Ability that puts a lasting effect on an individual that can only be cancelled by sitting out the timer or purifying it with anti-possession mechanisms.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#e1d1d6;" | Object Curse
| An Ability that puts a lasting effect on an object, which can in turn put lasting effects on people around or using the object that can only be cancelled by leaving the object or purifying it.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#ddecee;" | Primal Power
| An Ability rooted in Primal Essence, meaning it is native to Aloria.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#ddecee;" | Control Power
| An Ability that forces some manner of control over the actions or intentions or thoughts of its target.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|}
====Extra Notes====
*Magic, Greater Vampire, and Greater Werebeast Documents may conflict with this page regarding the rules of Spells and Abilities. If such a situation occurs, the Document will always take precedence, because of the difficulty of properly categorizing custom Spells and Abilities.
*Artifact Abilities do not follow the category rules set out on this page. Each Artifact has its own rules and all these rules are clarified on all Artifact pages. In the absence of clear information, assume all Artifacts and their abilities cannot be Countered or Detected and work as Usables.


==Aberrancy Types==
==Combat Roleplay==
{| class="wikitable"
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). If you're not interested in engaging in CRP, you're never forced to, but you must have your character 'surrender' and be KO'd. 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.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type of Aberrancy
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Detectable?
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mage Stone Effect
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Pure Stone Effect
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Hallowed Stone Effect
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Hallowed Lantern Effect
|-
| Complete Aberrancy
| Arken, Undead
| Yes
| No Effect
| Abilities Disabled
| Spontaneous Combustion
| Escape Mechanics Disabled
|-
| Linked Aberrancy
| Mages, Crimson Witches, Silver Skinwalkers
| Yes
| Abilities Disabled
| Abilities Disabled
| Intense and Crippling Pain
| No Effect
|-
| Infested Aberrancy
| Possessed, Vampires, Werebeasts, Greater Vampires, Greater Werebeasts, Silven
| Yes
| Abilities Disabled
| Abilities Disabled
| Bearable amounts of Pain
| Abilities Disabled
|-
| Touched Aberrancy
| Sorcerers, Vampire Broods, Pre-Awakened Werebeasts
| Yes
| Abilities Disabled
| Abilities Disabled
| High Discomfort
| Discomfort and Uneasy Feelings
|-
| Lingering Aberrancy
| Kathar, Northern Tainted Individuals, Url, Yanar, Persons with Mutations
| No
| No Effect
| Abilities Disabled
| No Effect
| No Effect
|-
| Primal Aberrancy
| Phantasma
| No
| No Effect
| Abilities Disabled
| No Effect
| No Effect
|-
| Artifacts
|
| No
| No Effect
| Abilities Disabled
| No Effect
| No Effect
|-
| Object Curse/Illusion
|
| No
| No Effect
| No Effect
| No Effect
| Shine through Illusions/No Curse Effect
|}
====Extra Notes====
*In some cases, for example for Vampires, there may be additional effects besides just having their Abilities Disabled when being shined upon by a Hallowed Lantern. To be sure, always read the Lore source material instead of going off this table to explain the absolute effects. This is only here to allow different types of Aberrants to be classified with a quick overview on the effects of various substances.  


==Counter Mechanics==
==Combat Sheet==
Countering (or deflecting, or nullifying, or purifying) an Ability is a term used for when one Character is able to prevent another Character's Ability from trigger, being used, or imparting an effect. Counters can only apply to Abilities that are marked "Counterable?" in the first table of this page. Additionally, some counters have special rules attached to them, and only apply in certain scenarios. Counter Mechanics are usually well defined in the descriptions of the Abilities on the Lore Page, generally speaking each ability (if it has any counters) will have the counters listed. Alternatively, if an Ability's entire function is to counter other Abilities, it will list what types of Abilities are Countered. The following Counter Mechanics exist:
Massivecraft has a free to use "Combat Sheet," that helps keep a Character's Abilities, HP, and relevant Combat Stats in one place for ease of use with CRP. We encourage you to make a copy of this Sheet, and utilize it. A link to the Combat Sheet can be found [https://docs.google.com/spreadsheets/d/1Pi0K0jECGMCrA0iMNMZer9xvbfg-XB5kFnrfjLpW0YI/edit?gid=1331598406#gid=1331598406 Here]. In addition to the Sheet, we also have a "Combat Board," which is for use in large group CRP's. When there are many Characters all fighting at once, it can be very hard to keep track of who has what, so the "Combat Board" exists to plug in your Combat Sheet and see the statuses of everyone in a fight. We encourage players to create Combat Boards and share them via Discord (or link them in-game if you have Supremium), so that everyone in a scene can have it. The Combat Board can be found [https://docs.google.com/spreadsheets/d/1tmKqsNpFZ_gdTaqAm4DIeMZJRaU8AHY0hYtPstryD7w/edit?gid=1691921717#gid=1691921717 Here]. Both of these are made by Booette, and you can contact him for feedback/issues via our Ticket Bot. More information can be found [https://sites.google.com/view/massivecraft-combat-sheet/home?authuser=0 Here.]
*'''Prevent Counter:''' A counter mechanic that completely prevents an ability or spell from being cast or activated in the first place.
*'''Cancel Counter:''' A counter mechanic that is used when an ability or spell is activated, and stops any effects from occurring. It can also be used to stop any current ongoing effects.
*'''Reflect Counter:''' A counter mechanic that will re-direct any effects from a spell or ability from themself to the caster.
*'''Transmute Counter:''' A counter mechanic that will allow the person countering to re-direct the ability to another person or area.
*'''Mage Deflect:''' A specific magic deflect roll, the rules of which are always specified when this term is used.  


==Detection Mechanics==
===Attack and Defense Stat===
Detection Mechanics exist to allow certain Characters to detect when an Ability is being used, or when they are being affected by an Ability. This is not a classification of identification, just because a Character may know they are being affected by some form of Ability, or that some form of Ability is being used, does not mean they know what this Ability does or how it works. This requires Knowledge Proficiency. Additionally, having frequently seen an Ability being used does not constitute as absolute knowledge of that Ability. This is considered false-positive Meta-gaming. In reality of lore, Abilities are varied and unpredictable. No matter how many times a person has seen a Vampire use a specific Ability, they should always treat it as if they don't exactly know what is going to happen. The fact that Abilities are attached to rules is not reflective of the lore or canon universe, only of "gameplay rules" to ensure fairness between players. The folowing Detection Mechanics exist:
Your Attack and Defense Stat are a pair of numbers that determine what you roll for attack and defense. Attack Stat is capped at 7, and Defense Stat is capped at 5. You can choose each one from the list below, but you can never have the same Category count for both Attack and Defense.
*'''Area:''' When detectable thing enters a wider area.
 
*'''Touch:''' When touching detectable things.
The only exception to this rule is Magic; if a Character has a Magic investment of 9 or more, the Character is considered to be a True Mage. This means that they can split their Magic investment value for the purposes of Attack and Defense rolls; for example, a Character with 9 Magic may choose to have 5 Attack and 4 Defense as long as the values remain within their respective caps. Additionally, a True Mage has access to special Point Buy Packs in the [[Arcane Point Buy]] category.
*'''Trigger:''' When detectable thing crosses a certain threshold or border.
 
*'''Sight:''' When detectable things can be seen with the eye, or through some lens.
A Character's chosen Attack and Defense Stat must be listed on their Character Application.
*'''Tracked:''' When someone is being followed by detection mechanic.
*'''Attack Options:''' Strength, Dexterity, Intelligence, Faith, Magic.
====Extra Notes====
*'''Defense Options:''' Constitution, Wisdom, Intelligence, Faith, Magic.
*If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.
 
==System Combat Rules==
Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.
*If you engage in Combat with someone, or they engage it on you, you are never obligated to play out the CRP if you don't want to, or if you have somewhere to go. However, you cannot just leave, you must have your character 'lose' and be KO'd, defeated, surrender, or captured (if appropriate). KO-ing via Surrender works exactly the same as being KO'd normally.
*During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’ or 'KO'd'. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.
*Any Character that enters combat is counted wearing Armor in some way, even if their skin does not present it, which grants 1 Block Token at the start of Combat. You can opt not to take this Block Token, in which case you would ignore it and just use 10 HP by itself (unless indicated otherwise in Abilties).
** When tracking health, any Block Tokens should be counted separately from a character’s HP.
* If a character is affected by or casting a Link Power, they should add “LINKED” or simply “L” in their /nick, in order to convey that to other players.
* Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.
** Basic attacks are rolled as 1d[10+ the user’s Attack Stat].
** Defense is rolled as 1d[10+the user’s Defense Stat].
** Attack Stat gained from Proficiencies is capped at 7. Stats gained from Proficiencies are never re-added mid combat, unless the Ability specifically says it does so. Attack Stat gained from Abilities can exceed this, but is usually temporary.
** Defense Stat gained from Proficiencies is capped at 5. Defense Stat gained from Abilities can exceed this, but is usually temporary. Stats gained from Proficiencies are never re-added mid combat, unless the Ability specifically says it does so.
** Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.
*In combat, a character can move up to 10 Blocks in a straight line in a cardinal direction, but never diagonally, and not through other characters. This is called a Move, and making a Move does not take up a character's Turn. Once you use your Move in a turn, you can’t Move again until the next. You cannot take other Actions while you’re Moving, unless an Ability specifically lets you.
*A character may not Move in the same Turn they used Movement Ability, and vice versa.
*When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of another character with the intention of moving around them. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character, Without using an action.
*In combat, Mounts used in-game cannot fly due to balancing purposes. If a character is on a mount that is flying when combat begins, it is immediately grounded, but the user still remains mounted.
*If a character on a flying Mount is present in a non-combat scene, Emotes made with the intent to engage them in combat RP can be made at Announce Emote, not regular Emote Range. When a flying Mounted Character is attacked in such a way, they must immediately land to the nearest available space directly beneath them.
 
==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.
 
===Ability Plugin===
* '''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.
* '''Status Effect Linking:''' You can also link Status Effects to see what they do to your character in the same way you would link an ability, such as typing (a: Bloody) to learn about the Bloody Status Effect.
 
===HP Rules, Block Tokens, Attack, and Defense===
* '''Health Stage:''' Health Stage is determined by what your current HP is. This is relevant for Abilities. There are 3 stages: Stage 1, Stage 2, and Stage 3.
* '''Health Stage 3:''' HP 10, 9, 8, 7.
* '''Health Stage 2:''' HP 6, 5, 4, 3
* '''Health Stage 1:''' HP 2, 1
* '''Attack Stat:''' Attack Stat is a Number based on Proficiency used for Basic Attacks 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.
* '''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.
* '''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)
* '''Max HP Reduction:''' If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.
 
===Main Actions and Ability Usage===
* '''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, or immediately one after the other without someone else doing something.
* '''Once Per Combat / X times Per Combat:''' “Combat” is defined on Massive as a continuous fight in the same location in a localized period of time with roughly the same group of people. Combat “ends” when all willing fighters have been KO’d or fled. A “New Combat Scene” with the same characters is not started until either: an hour has passed, or the location of the fight has markedly changed, whichever comes first.
 
===Targeting===
* '''Target:''' A Target is always a Character 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.
* '''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.
* '''Mounts:''' Mounts count as an extension of the Player for the purposes of Line of Sight, meaning Mounts do not obscure a Player's Line of Sight, nor do they obstruct others from Targeting a Mounted Player.
 
===Movement and Location===
* '''Adjacency:''' You are considered Adjacent to a Character if you are standing on a block directly next to them.
*  '''Move:'''  Abilities will sometimes reference Move or Moving. This includes both Move Actions and Movement Abilities.
* '''Move Action:''' A Move Action is when you Walk/Run in a particular direction during a Turn. This never consumes your Action, you can Move a max of 10 Blocks (but not diagonally), but, it cannot be used in the same Turn as a Movement Ability.
* '''Movement Abilities:''' A Movement Ability is when an Ability (Technique or Power) makes you walk/run/teleport in a particular direction as part of the Ability. The number of blocks moved is determined by the Ability, but, it cannot be used in the same Turn as a Movement Action or another Movement Ability.
* '''Move Speed:''' This is the amount in Blocks you can move in a given Move Action or Move Ability, which can be increased or decreased by other Abilities. By default most Moves are 10 Blocks or less. Some Abilities can increase this, but a single Move cannot exceed 20 Blocks.
* '''Move Reaction:''' You cannot move through Enemies. While using Move to go around an Enemy, 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."
* '''Displaced:''' If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else. After being Displaced, the next Move you make has its max distance reduced by half the Displacement. (ex. Displaced 8 blocks, next Move, only move 6 (10 (default move) - 4(½ 8 block displacement) =6 (final max move))
* '''Impact:''' When you are Displaced, if you would pass through another Character, or a Solid Object/Obstruction, you stop moving at that point. This is called an Impact.
* '''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.
* '''Walkable Places:''' You can only CRP in places your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.
*  '''Teleportation: ''' You can use Abilities that allow you to Teleport up vertically during CRP, but only if the target location is a Walkable Place. Outside of CRP scenarios, you can teleport anywhere that isn’t an Unwalkable Block. If CRP begins, you must move to the nearest Walkable Place.
* '''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.
* '''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.
 
===Specific Ability Type Rules===
* '''Stance Ability:''' A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are usually indefinite.
* '''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 Abilities:''' Link Abilities are specific kinds of Abilities that create a Link: Link Powers and Link Techniques.
*  '''Links: ''' Links are a specific function created by Link Abilities, which connect you to another Character. Links are usually Emote Range, but sometimes can be larger or shorter. Meaning, if you and the Character you’re linked to leave the Range of the Link, it stops conferring any benefit until you re-enter the range. Links end once Combat ends.
* '''Link Break:''' Link Break is an effect that breaks links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
* '''Counter Abilities:''' You cannot use Counter Abilities (Counter Techniques) on other Counter Abilities.
 
===Water Combat Rules===
* '''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.
 
===Miscellaneous Combat Rules===
* '''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.
* '''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.
* '''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.
 
==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.
<table style="width: 100%;">
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
<div class = "div-col">
* [[File:Trappedimg.png|22px]] '''Snared:''' When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
* [[File:Silencedimg.png|22px]] '''Silenced:''' When Silenced, you cannot use Powers that affect other Characters.
* [[File:Weakenedimg.png|22px]] '''Weakened:''' When Weakened, you cannot use Techniques that affect other Characters.
* [[File:Confusedimg.png|22px]] '''Confused:''' When Confused, you cannot Target the person who Confused you with Abilities.
* [[File:Blindimg.png|22px]] '''Blinded:''' When Blinded, you cannot Target anyone with Emote Range Abilities.
* [[File:Markedimg.png|22px]] '''Marked:''' When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends.
* [[File:Bloodyimg.png|22px]] '''Bloody:''' When Bloody, your Defense is reduced by a number equal to your current Health Stage.
* [[File:Threatenedimg.png|22px]] '''Warned:''' When Warned, you must choose between two negative outcomes, then the Effect ends.
* [[File:Brittleimg.png|22px]] '''Brittle:''' When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
* [[File:Guardedimg.png|22px]] '''Vulnerable:''' When Vulnerable, if you apply a Status Effect to an Enemy, suffer -1HP Damage, then the effect ends.
* [[File:Levitateimg.png|22px]] '''Fleeting:''' When Fleeting, if you Impact, suffer -1HP Damage, then the effect ends.
* [[File:Proneimg.png|22px]] '''Prone:''' When Prone, you cannot Move. Use your Action to end this effect, or after 1 Turn, Make an Attack or Use an Ability to end it.
</div>
</td></tr>
</table>
 
==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.
<table style="width: 100%;">
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
<div class = "div-col">
* '''Technique:''' A Technique is an Ability of a Mundane Nature.
* '''Power:''' A Power is an Ability of a Magical Nature.
* '''Instant:''' An Ability with immediate usage and application of Ability Effects in the Turn.
* '''Passive:''' An Ability that doesn’t use an Action (unless it specifically says so) to confer some benefit by default, when triggered, or turned on.
* '''Counter:''' An Ability that can only be used if certain conditions described are met.
* '''Movement:''' An Ability that moves the User or Ally a specified amount of Blocks in a direction, and applies an effect.
* '''Stance:''' An Ability to activate a Stance Ability (described above in Combat Terms).
* '''Link:''' An Ability that connects two users and confers some benefit to either or both, which can be broken by Abilities that state they break Links.
 
</div>
</td></tr>
</table>
 
==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.
* '''Magical/Occult:''' If you are Magical, you have Magic or Powers. Including [[Affinities]], and [[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]], [[Invoke_Point_Buy#Monster_Invocation|Monster Invocation]] and some Custom Kits.
 
==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 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, but this is only if everyone in the scene grants their OOC consent.
 
 
{{Proficiency}}
[[category:Proficiency]]

Latest revision as of 22:27, 3 April 2025

This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.

  • 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.

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). If you're not interested in engaging in CRP, you're never forced to, but you must have your character 'surrender' and be KO'd. 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 Sheet

Massivecraft has a free to use "Combat Sheet," that helps keep a Character's Abilities, HP, and relevant Combat Stats in one place for ease of use with CRP. We encourage you to make a copy of this Sheet, and utilize it. A link to the Combat Sheet can be found Here. In addition to the Sheet, we also have a "Combat Board," which is for use in large group CRP's. When there are many Characters all fighting at once, it can be very hard to keep track of who has what, so the "Combat Board" exists to plug in your Combat Sheet and see the statuses of everyone in a fight. We encourage players to create Combat Boards and share them via Discord (or link them in-game if you have Supremium), so that everyone in a scene can have it. The Combat Board can be found Here. Both of these are made by Booette, and you can contact him for feedback/issues via our Ticket Bot. More information can be found Here.

Attack and Defense Stat

Your Attack and Defense Stat are a pair of numbers that determine what you roll for attack and defense. Attack Stat is capped at 7, and Defense Stat is capped at 5. You can choose each one from the list below, but you can never have the same Category count for both Attack and Defense.

The only exception to this rule is Magic; if a Character has a Magic investment of 9 or more, the Character is considered to be a True Mage. This means that they can split their Magic investment value for the purposes of Attack and Defense rolls; for example, a Character with 9 Magic may choose to have 5 Attack and 4 Defense as long as the values remain within their respective caps. Additionally, a True Mage has access to special Point Buy Packs in the Arcane Point Buy category.

A Character's chosen Attack and Defense Stat must be listed on their Character Application.

  • Attack Options: Strength, Dexterity, Intelligence, Faith, Magic.
  • Defense Options: Constitution, Wisdom, Intelligence, Faith, Magic.

System Combat Rules

Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.

  • If you engage in Combat with someone, or they engage it on you, you are never obligated to play out the CRP if you don't want to, or if you have somewhere to go. However, you cannot just leave, you must have your character 'lose' and be KO'd, defeated, surrender, or captured (if appropriate). KO-ing via Surrender works exactly the same as being KO'd normally.
  • During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’ or 'KO'd'. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.
  • Any Character that enters combat is counted wearing Armor in some way, even if their skin does not present it, which grants 1 Block Token at the start of Combat. You can opt not to take this Block Token, in which case you would ignore it and just use 10 HP by itself (unless indicated otherwise in Abilties).
    • When tracking health, any Block Tokens should be counted separately from a character’s HP.
  • If a character is affected by or casting a Link Power, they should add “LINKED” or simply “L” in their /nick, in order to convey that to other players.
  • Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.
    • Basic attacks are rolled as 1d[10+ the user’s Attack Stat].
    • Defense is rolled as 1d[10+the user’s Defense Stat].
    • Attack Stat gained from Proficiencies is capped at 7. Stats gained from Proficiencies are never re-added mid combat, unless the Ability specifically says it does so. Attack Stat gained from Abilities can exceed this, but is usually temporary.
    • Defense Stat gained from Proficiencies is capped at 5. Defense Stat gained from Abilities can exceed this, but is usually temporary. Stats gained from Proficiencies are never re-added mid combat, unless the Ability specifically says it does so.
    • Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.
  • In combat, a character can move up to 10 Blocks in a straight line in a cardinal direction, but never diagonally, and not through other characters. This is called a Move, and making a Move does not take up a character's Turn. Once you use your Move in a turn, you can’t Move again until the next. You cannot take other Actions while you’re Moving, unless an Ability specifically lets you.
  • A character may not Move in the same Turn they used Movement Ability, and vice versa.
  • When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of another character with the intention of moving around them. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character, Without using an action.
  • In combat, Mounts used in-game cannot fly due to balancing purposes. If a character is on a mount that is flying when combat begins, it is immediately grounded, but the user still remains mounted.
  • If a character on a flying Mount is present in a non-combat scene, Emotes made with the intent to engage them in combat RP can be made at Announce Emote, not regular Emote Range. When a flying Mounted Character is attacked in such a way, they must immediately land to the nearest available space directly beneath them.

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.

Ability Plugin

  • 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.
  • Status Effect Linking: You can also link Status Effects to see what they do to your character in the same way you would link an ability, such as typing (a: Bloody) to learn about the Bloody Status Effect.

HP Rules, Block Tokens, Attack, and Defense

  • Health Stage: Health Stage is determined by what your current HP is. This is relevant for Abilities. There are 3 stages: Stage 1, Stage 2, and Stage 3.
  • Health Stage 3: HP 10, 9, 8, 7.
  • Health Stage 2: HP 6, 5, 4, 3
  • Health Stage 1: HP 2, 1
  • Attack Stat: Attack Stat is a Number based on Proficiency used for Basic Attacks 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.
  • 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.
  • 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)
  • Max HP Reduction: If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.

Main Actions and Ability Usage

  • 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, or immediately one after the other without someone else doing something.
  • Once Per Combat / X times Per Combat: “Combat” is defined on Massive as a continuous fight in the same location in a localized period of time with roughly the same group of people. Combat “ends” when all willing fighters have been KO’d or fled. A “New Combat Scene” with the same characters is not started until either: an hour has passed, or the location of the fight has markedly changed, whichever comes first.

Targeting

  • Target: A Target is always a Character 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.
  • 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.
  • Mounts: Mounts count as an extension of the Player for the purposes of Line of Sight, meaning Mounts do not obscure a Player's Line of Sight, nor do they obstruct others from Targeting a Mounted Player.

Movement and Location

  • Adjacency: You are considered Adjacent to a Character if you are standing on a block directly next to them.
  • Move: Abilities will sometimes reference Move or Moving. This includes both Move Actions and Movement Abilities.
  • Move Action: A Move Action is when you Walk/Run in a particular direction during a Turn. This never consumes your Action, you can Move a max of 10 Blocks (but not diagonally), but, it cannot be used in the same Turn as a Movement Ability.
  • Movement Abilities: A Movement Ability is when an Ability (Technique or Power) makes you walk/run/teleport in a particular direction as part of the Ability. The number of blocks moved is determined by the Ability, but, it cannot be used in the same Turn as a Movement Action or another Movement Ability.
  • Move Speed: This is the amount in Blocks you can move in a given Move Action or Move Ability, which can be increased or decreased by other Abilities. By default most Moves are 10 Blocks or less. Some Abilities can increase this, but a single Move cannot exceed 20 Blocks.
  • Move Reaction: You cannot move through Enemies. While using Move to go around an Enemy, 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."
  • Displaced: If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else. After being Displaced, the next Move you make has its max distance reduced by half the Displacement. (ex. Displaced 8 blocks, next Move, only move 6 (10 (default move) - 4(½ 8 block displacement) =6 (final max move))
  • Impact: When you are Displaced, if you would pass through another Character, or a Solid Object/Obstruction, you stop moving at that point. This is called an Impact.
  • 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.
  • Walkable Places: You can only CRP in places your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.
  • Teleportation: You can use Abilities that allow you to Teleport up vertically during CRP, but only if the target location is a Walkable Place. Outside of CRP scenarios, you can teleport anywhere that isn’t an Unwalkable Block. If CRP begins, you must move to the nearest Walkable Place.
  • 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.
  • 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.

Specific Ability Type Rules

  • Stance Ability: A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are usually indefinite.
  • 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 Abilities: Link Abilities are specific kinds of Abilities that create a Link: Link Powers and Link Techniques.
  • Links: Links are a specific function created by Link Abilities, which connect you to another Character. Links are usually Emote Range, but sometimes can be larger or shorter. Meaning, if you and the Character you’re linked to leave the Range of the Link, it stops conferring any benefit until you re-enter the range. Links end once Combat ends.
  • Link Break: Link Break is an effect that breaks links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
  • Counter Abilities: You cannot use Counter Abilities (Counter Techniques) on other Counter Abilities.

Water Combat Rules

  • 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.

Miscellaneous Combat Rules

  • 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.
  • 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.
  • 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.

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.

  • Snared: When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
  • Silenced: When Silenced, you cannot use Powers that affect other Characters.
  • Weakened: When Weakened, you cannot use Techniques that affect other Characters.
  • Confused: When Confused, you cannot Target the person who Confused you with Abilities.
  • Blinded: When Blinded, you cannot Target anyone with Emote Range Abilities.
  • Marked: When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends.
  • Bloody: When Bloody, your Defense is reduced by a number equal to your current Health Stage.
  • 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.
  • Vulnerable: When Vulnerable, if you apply a Status Effect to an Enemy, suffer -1HP Damage, then the effect ends.
  • Fleeting: When Fleeting, if you Impact, suffer -1HP Damage, then the effect ends.
  • Prone: When Prone, you cannot Move. Use your Action to end this effect, or after 1 Turn, Make an Attack or Use an Ability to end it.

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.

  • Technique: A Technique is an Ability of a Mundane Nature.
  • Power: A Power is an Ability of a Magical Nature.
  • Instant: An Ability with immediate usage and application of Ability Effects in the Turn.
  • Passive: An Ability that doesn’t use an Action (unless it specifically says so) to confer some benefit by default, when triggered, or turned on.
  • Counter: An Ability that can only be used if certain conditions described are met.
  • Movement: An Ability that moves the User or Ally a specified amount of Blocks in a direction, and applies an effect.
  • Stance: An Ability to activate a Stance Ability (described above in Combat Terms).
  • Link: An Ability that connects two users and confers some benefit to either or both, which can be broken by Abilities that state they break Links.

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.
  • Magical/Occult: If you are Magical, you have Magic or Powers. Including Affinities, and 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, Monster Invocation and some Custom Kits.

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 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, but this is only if everyone in the scene grants their OOC consent.