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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.
<div class="mainpage_box">
(intro header)
<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>
==“Abilities” on Massivecraft==
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
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.
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
==Roleplay Mechanics==
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
Massivecraft has two types of “Mechanics:” Abilities, and Specials. 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:
</div>
===Specials===
 
Specials are unique aspects of something, whether it be Magic, Afflictions & Affinities (ex. Vampires & Werewolves), Races, or Proficiencies. They are not always magical in nature, but sometimes just reflections of cultural traditions and skills passed down. Specials are written in short-form writing, and adhere to the following rules: Specials are almost always “Aesthetic” in nature, and will only break this rule to offer minor Stat boosts, free Proficiency Packs, or if it is a consent-based effect. Consent based effects require a player to OOCly agree for something to happen to their character. A character can have any number of Specials granted to them from many sources, but some specials will inherently conflict with others, and will list this internally when they do.
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.  
===Abilities===
 
Abilities are further categorized into “Mundane 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. Mundane 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.
==Combat Roleplay==
==Terminology==
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.
This is a set of unique terms Massivecraft uses within Abilities & Specials, that have unique rules and meaning, outlined here.
 
*'''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 Sheet==
*'''Commutable Point Buy:''' Commutable Point Buy is a set of points usually granted by [[Afflictions]] that can spent on a set number of Proficiencies to gain Packs from them. Commutable points never contribute to a Character's stats, but conversely do not count as a part of a Stat's cap, meaning they can be spent to "exceed" it. They also do not contribute to special rules that require someone to have purchased a pack or number of packs. They just exist as an extra "boost" for certain kinds of characters.
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.]
*'''Block Token:''' A Block Token is a specific resource a Character can gain from Abilities. A character can have any number of block token active, and can choose to use them to negate the damage from an Ability or Attack at the rate of one token to one Ability/Attack. 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 Token, and designate it in their /nick with (Name) (Number)BT
 
*'''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. Disguises do not hide unique identifiers or tells, such as from Afflictions, unless specifically stated.
===Attack and Defense Stat===
*'''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).
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.  
*'''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.
 
*'''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.
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.
*'''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.
 
*'''Cleanse:''' An Ability that removes one or more Debuffs from a character, immediately ending any negative effects they impart.
A Character's chosen Attack and Defense Stat must be listed on their Character Application.  
*'''Countered:''' If a characters’ Ability is Countered, the Ability is interrupted, and no damage or effects from the Ability take place.
*'''Attack Options:''' Strength, Dexterity, Intelligence, Faith, Magic.
*'''OOC Consent:''' If an Ability or Special 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 Options:''' Constitution, Wisdom, Intelligence, Faith, Magic.
*'''Debuffs & Curses:''' Negative Effects have two distinct classifications, specified in the ability that applies them. Debuffs are the most common negative effect, imparting some detriment until they are removed, or expire. Curses are a rarer type of Debuff, as they cannot be cleansed or removed by any means, except their own. Curses will always describe how to remove them, and when they naturally expire on their own.  
 
**'''Rooted/Trapped:''' A character who is rooted or trapped cannot move. They can still fight, use Abilities, and defend themselves.
==System Combat Rules==
**'''Dazed:''' A character who is Dazed cannot use any Abilities for the duration of the Daze.
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.
**'''Silenced:''' A character who is Silenced cannot use any Powers for the duration of the Silence.
 
**'''Weakened:''' A character who is Weakened cannot use any Mundane Techniques for the duration of the Weaken.
===Rules of Engagement===
**'''Stun:''' A character who is Stunned cannot do anything: move, fight, use Abilities, or even speak.
Combat Roleplay on Massive is done through System Combat Rules, which is the default for public CRP. If you are engaging in private CRP, or the people in the Scene can agree upon it, you can use methods other than System Combat. However, this should never be something you pressure others into doing. System Combat is the standard default for all Combat RP.
**'''Confused:''' A character who is Confused specifically cannot target the person who Confused them with Powers for the duration of the Confusion.
 
**'''Blinded:''' A character who is Blinded cannot target anyone else with Abilities or Attacks, but can still defend and target themselves.
You are never obligated to engage in CRP with someone if they attack you, for any reason (you don't want to, you have somewhere to go, etc.) However, you cannot just leave, or say your character won, you absolutely 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.
**'''Brittle:''' A character can only have one stack of Brittle applied to them at any given time, which reduces their defenses, but does nothing on its own. When a person with Brittle takes damage from another source, whether that be from an Ability or Basic Attack, the Brittle effect is removed and the target takes damage again as if they were hit a second time. Some Abilities also work off Brittle, doing no damage in and of themselves, but applying one-hit damage as if the target has this debuff effect, while also removing the Brittle status.
 
==Rules==
===Dice Rolls and Commands===
This is a set of rules that applies to Abilities & Specials, and are always applicable to an Ability, Special, or both.
Massive uses a few commands that are relevant for System Combat Roleplay.
*If an Ability or Special offers a 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.
* '''Dice Rolling:''' To roll a Dice, you should type /roll #-##. # Should be your Minimum (usually 1) and ## should be your Maximum (usually 17). So if you want to make an attack from 1-17, you would type /roll 1 17.  
*If an Ability or Special offers a numerical bonus to a specific Proficiency Stat, this never exceeds the maximum cap of that Proficiency, unless the Ability or Special specifically says that it breaks or exceeds the cap, or if the Character has another Ability or Special that increases their cap.  
* '''Ranges Plugin:''' To see how far away someone is from you, type /rpa ranges. You can type in a specific number of blocks, or to a specific person, or to 'emote' range.
*If an Ability or Special mentions that it "only works in Progressions," it means that it cannot be used on-server in RP, and can only be used in forum Progressions, which are explained here. *If an Ability or Special mentions that it "only works in Regalia," it means that it cannot be used in forum progressions, and can only be used on-server in RP.
* '''Ability Popup:''' To include an Ability in your emote, type (a: Ability Name).
*A character can only use one Ability per emote when engaging in Combat Roleplay, unless that Ability specifically mentions it can be used in conjunction with another. This exists to encourage fairness and streamline combat, treating each emote as a “turn.
 
*If an Ability or Special 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.
===Default Combat Rules===
===Mundane Techniques===
* During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise.  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.
Mundane Techniques are inherently mundane in nature. 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. Mundane Techniques can be either passive effects, or active abilities, typically specified in their description.
* When you do something in an Emote, either by using an Ability, or Attacking, you are using your "Action." You only have one Action you can use per Emote, and need to wait until an enemy Emotes before you should Emote again. If your enemy is taking too long to emote (5-6+ minutes per emote), we encourage you to act again to keep the combat going.
===Ability Powers===
* Some Abilities don't use your Action, but there are still limits on their use to prevent having to read through a 5 ability Emote. In any given Emote, you can only use one Ability that uses your Action, and up to 2 Abilities that do not use your Action.
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.
* 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, they lose -2 HP. If there is a tie, roll again.
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.
** Basic attacks are rolled as 1d[10+ the user’s Attack Stat].
{| class="wikitable"
** Defense is rolled as 1d[10+the user’s Defense Stat].
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
** Attack Stat gained from Proficiency Investment has a default of 7. In order to increase this number, you need to use Abilities that grant you a temporary increase to your Attack Stat.  
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
** Defense Stat gained from Proficiency Investment has a default of 5. In order to increase this number, you need to use Abilities that grant you a temporary increase to your Defense Stat.  
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
** Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.
|-
*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 Abilities).
| style="background-color:#efefef;" | Passive Power
*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.
| A Power that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user.
*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.
| style="text-align: center;" | Only by Mechanics that completely disable all Magic or Powers in an area.
*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.
| style="background-color:#efefef;" | Toggle Power
 
| A Power that can be toggled on and off at will, but is otherwise permanently active when on.
==Combat Terms==
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers in an area.}}
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.  
|-
 
| style="background-color:#efefef;" | Control Power
===Ability Plugin===
| A Power that forces some manner of control over the actions or intentions or thoughts of its target.
* '''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.
| style="text-align: center;" | Yes
* '''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.
| style="background-color:#efefef;" | Summon Power
 
| A Power that summons or creates something out of nothing, such as weapons or armor.
===HP Rules, Block Tokens, Attack, and Defense===
| 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.}}
* '''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.
| style="background-color:#efefef;" | Buff Power
* '''Health Stage 2:''' HP 6, 5, 4, 3
| A Power that enhances the user or target with some benefit.
* '''Health Stage 1:''' HP 2, 1
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''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.
| style="background-color:#efefef;" | Instant Power
* '''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.  
| A Power that immediately imparts some effect.
* '''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.  
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''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.
| style="background-color:#efefef;" | Skill Power
 
| A Power that confers bonus Proficiencies, or alters, enhances, or reduces current Proficiencies.
===Main Actions and Ability Usage===
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''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.
|-
* '''Action usage per Emote:''' Your Character can only ever use one Ability that uses your Action, and up to 2 Abilities that do not use your Action in a single emote. This is to prevent spamming many Abilities in a single Emote.
| style="background-color:#efefef;" | Healing Power
* '''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.
| A Power that heals the user, or others.
 
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
===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.
| style="background-color:#efefef;" | Morph Power
* '''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.
| A Power that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it.
* '''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;" | {{#simple-tooltip: Conditional | Only via preventing its usage, if possible.}}
* '''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.
|-
 
| style="background-color:#efefef;" | Vehicle Power
===Movement and Location===
| A Power that only activates when the user is inside of something.
* '''Adjacency:''' You are considered Adjacent to a Character if you are standing on a block directly next to them.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
*  '''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.
| style="background-color:#efefef;" | Movement Power
* '''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.
| A Power that alters the user's movement in some way, or acts as a specific form of movement itself.
* '''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.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''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))
| style="background-color:#efefef;" | Counter Power
* '''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.
| A Power that explicitly counters another Ability or effect. Counter Powers cannot be used on Counter Powers.
* '''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.
| style="text-align: center;" |  {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers in an area.}}
* '''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.
| style="background-color:#efefef;" | Link Power
* '''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.
| A  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, or leaves Emote Range, a Link Power also breaks.
* '''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.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''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 Indication:''' 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.
* '''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 of any kind, except Passive Powers.
* [[File:Weakenedimg.png|22px]] '''Weakened:''' When Weakened, you cannot use Techniques of any kind, except Passive Techniques.
* [[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 Abilities with greater range than 5 Blocks.
* [[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 or use a Movement Ability, 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 17:09, 30 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.

Rules of Engagement

Combat Roleplay on Massive is done through System Combat Rules, which is the default for public CRP. If you are engaging in private CRP, or the people in the Scene can agree upon it, you can use methods other than System Combat. However, this should never be something you pressure others into doing. System Combat is the standard default for all Combat RP.

You are never obligated to engage in CRP with someone if they attack you, for any reason (you don't want to, you have somewhere to go, etc.) However, you cannot just leave, or say your character won, you absolutely 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.

Dice Rolls and Commands

Massive uses a few commands that are relevant for System Combat Roleplay.

  • Dice Rolling: To roll a Dice, you should type /roll #-##. # Should be your Minimum (usually 1) and ## should be your Maximum (usually 17). So if you want to make an attack from 1-17, you would type /roll 1 17.
  • Ranges Plugin: To see how far away someone is from you, type /rpa ranges. You can type in a specific number of blocks, or to a specific person, or to 'emote' range.
  • Ability Popup: To include an Ability in your emote, type (a: Ability Name).

Default Combat Rules

  • During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. 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.
  • When you do something in an Emote, either by using an Ability, or Attacking, you are using your "Action." You only have one Action you can use per Emote, and need to wait until an enemy Emotes before you should Emote again. If your enemy is taking too long to emote (5-6+ minutes per emote), we encourage you to act again to keep the combat going.
  • Some Abilities don't use your Action, but there are still limits on their use to prevent having to read through a 5 ability Emote. In any given Emote, you can only use one Ability that uses your Action, and up to 2 Abilities that do not use your Action.
  • 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, 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 Proficiency Investment has a default of 7. In order to increase this number, you need to use Abilities that grant you a temporary increase to your Attack Stat.
    • Defense Stat gained from Proficiency Investment has a default of 5. In order to increase this number, you need to use Abilities that grant you a temporary increase to your Defense Stat.
    • Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.
  • 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 Abilities).
  • 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.
  • Action usage per Emote: Your Character can only ever use one Ability that uses your Action, and up to 2 Abilities that do not use your Action in a single emote. This is to prevent spamming many Abilities in a single Emote.
  • 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 Indication: 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.
  • 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 of any kind, except Passive Powers.
  • Weakened: When Weakened, you cannot use Techniques of any kind, except Passive Techniques.
  • Confused: When Confused, you cannot Target the person who Confused you with Abilities.
  • Blinded: When Blinded, you cannot Target anyone with Abilities with greater range than 5 Blocks.
  • 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 or use a Movement Ability, 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.