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==Stance Ability== | ==Stance Ability== | ||
The Command Stance Stance Ability is required for all Command Point Buy Abilities. This Ability cannot be point-bought, but is included for free as long as at least one Command Point Buy Pack has been purchased. This Ability does not do much besides enable further Command Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, | The Command Stance Stance Ability is required for all Command Point Buy Abilities. This Ability cannot be point-bought, but is included for free as long as at least one Command Point Buy Pack has been purchased. This Ability does not do much besides enable further Command Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. | ||
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| Stance Technique | | Stance Technique | ||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| Grants the user {{#simple-tooltip: Command Stance | | | Grants the user {{#simple-tooltip: Command Stance | During Command Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. When entering Command Stance, the user may also not perform Attack Emotes. Additionally, in place of a basic attack the user may target another character within Emote Range and add 1 to the minimal result of either their next Attack or Defense roll (/roll 2 17 as an example). This does not Stack. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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==Command Point Buy Packs== | ==Command Point Buy Packs== | ||
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| Passive Technique | | Passive Technique | ||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | ||
| Grants the user {{#simple-tooltip: Focus Command | | | Grants the user {{#simple-tooltip: Focus Command | This Ability has two functions to prevent a Commander from being Countered a lot. If any of their Links are broken by a Link Break Ability, their Link Targets cannot have a Link Break Ability used on them for the next 30 Minutes. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| Active Technique | | Active Technique | ||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | ||
| Grants the user {{#simple-tooltip: Aquatic Command | | | Grants the user {{#simple-tooltip: Aquatic Command | This Link Ability can Target two Allies at once, but does not go on Cooldown until both Links are broken or removed. The Target Allies gain Ocean Adaptation, meaning they can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Aquatic Command has a 2 Hour Cooldown. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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===Chase Command=== | ===Chase Command=== | ||
Chase Command allows a commander to make an Ally move around better, either by making them automatically chase Enemies using Movement Abilities, or by tagging along with Allies using them. | Chase Command allows a commander to make an Ally move around better, either by making them automatically chase Enemies using Movement Abilities, or by tagging along with Allies using them. | ||
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| Active Technique | | Active Technique | ||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | ||
| Grants the user {{#simple-tooltip: Chase Command | | | Grants the user {{#simple-tooltip: Chase Command | Establishing a link power between an Ally and an Enemy, the Ally of the user copies all movement powers used by the enemy, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects) for the next 15 minutes. Once broken or removed, Chase Command has a 1 hour Cooldown. | ||
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| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| Active Technique | | Active Technique | ||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | ||
| Grants the user {{#simple-tooltip: Attack Command | | | Grants the user {{#simple-tooltip: Attack Command | The user can target up to 2 Allies to divide +2 total Attack Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Attack Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| Active Technique | | Active Technique | ||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | ||
| Grants the user {{#simple-tooltip: Defend Command | | | Grants the user {{#simple-tooltip: Defend Command | The user can target up to 2 Allies to divide +2 total Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 2 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| Active Technique | | Active Technique | ||
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}} | | {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}} | ||
| Grants the user {{#simple-tooltip: Champion Command | | | Grants the user {{#simple-tooltip: Champion Command | The user Targets a single Ally. While this Link is active, the Ally's Attack Stat and Defense Stat limits are completely removed, even if they are imposed by other Abilities. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a Target is affected by Overwhelm Command, Champion Command does nothing. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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===Overwhelm Command=== | ===Overwhelm Command=== | ||
The Overwhelm Command is particularly useful in compensating foolish Allies who jump into the enemy backline and expect to survive against multiple enemies | The Overwhelm Command is particularly useful in compensating foolish Allies who jump into the enemy backline and expect to survive against multiple enemies. | ||
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| Active Technique | | Active Technique | ||
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}} | | {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}} | ||
| Grants the user {{#simple-tooltip: Overwhelm Command | | | Grants the user {{#simple-tooltip: Overwhelm Command | The user Targets a single Ally. While this Link is active, the Ally gains +1 to the minimum of their Defense roll for every Enemy within Melee range, up to a maximum of 4. If a Target is affected by Champion Command, Overwhelm Command does nothing. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| Passive Technique | | Passive Technique | ||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | ||
| Grants the user {{#simple-tooltip: Shield Command | | | Grants the user {{#simple-tooltip: Shield Command | If the user takes any damage, they can choose any Ally's Block Token, as long as they are within range, and remove that Block Token to block damage applied to themselves, Shield Command has no Cooldown and can be used in rapid succession, until there are no Block Tokens left that are held by allies, in which case it does nothing. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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===Resist Command=== | ===Resist Command=== | ||
Resist Command allows the Commander to help someone with ungodly dice rolling luck | Resist Command allows the Commander to help someone with ungodly dice rolling luck. | ||
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| Counter Technique | | Counter Technique | ||
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | | {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}} | ||
| Grants the user {{#simple-tooltip: Resist Command | | | Grants the user {{#simple-tooltip: Resist Command | Target an ally in Emote range that has just lost a Defensive dice roll. For the next 15 minutes, any damage the target takes is reduced by 1. Once ended, Resist Command has a 2 hour cooldown. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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Revision as of 00:19, 20 December 2023
The Ability and Proficiency System | |
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This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page. |
Command Point Buy is part of the Proficiency System. Command Point Buy is specifically designed to allow a character to sacrifice all offensive capabilities in favor of command support on the battlefield, and directing the flow of battle. Command Point Buy Abilities require the Stance Ability provided for free as soon as a single Point Buy Pack is purchased from this selection. Command Point Buy is only recommended for people who feel like they can pay attention and don't get overwhelmed by Ability usage in Group Combat. A lot of Command Point Buy involves paying attention to Link Powers established on Allies.
Stance Ability
The Command Stance Stance Ability is required for all Command Point Buy Abilities. This Ability cannot be point-bought, but is included for free as long as at least one Command Point Buy Pack has been purchased. This Ability does not do much besides enable further Command Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Command Stance | Stance Technique | Self | Grants the user Command Stance |
Command Point Buy Packs
Focus Command
Focus Command gives the user a way to prevent copious amounts of Link Break Abilities from ruining their support Abilities of Allies.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Focus Command | Passive Technique | Self | Grants the user Focus Command |
Aquatic Command
Aquatic Command allows the user to permit Allies to fight underwater with coordination and skill where they otherwise could not.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Aquatic Command | Active Technique | Emote Range | Grants the user Aquatic Command |
Chase Command
Chase Command allows a commander to make an Ally move around better, either by making them automatically chase Enemies using Movement Abilities, or by tagging along with Allies using them.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chase Command | Active Technique | Emote Range | Grants the user Chase Command |
Attack Command
Attack Command is used to bolster the attack capacity of multiple allies, or to super-charge the attack capacity of a single ally.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Attack Command | Active Technique | Emote Range | Grants the user Attack Command |
Defend Command
Defend Command is used to bolster the defense capacity of multiple allies, or to super-charge the defense capacity of a single ally.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Defend Command | Active Technique | Emote Range | Grants the user Defend Command |
Champion Command
Champion Command is particularly strong when supercharging a single bodyguard Ally, or helping someone reach colossal potential with stacking Stats.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Champion Command | Active Technique | 10 Blocks | Grants the user Champion Command |
Overwhelm Command
The Overwhelm Command is particularly useful in compensating foolish Allies who jump into the enemy backline and expect to survive against multiple enemies.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Overwhelm Command | Active Technique | 10 Blocks | Grants the user Overwhelm Command |
Shield Command
Shield Command allows a Commander to force an Ally to mitigate a hit on them, even without consent!
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Shield Command | Passive Technique | Emote Range | Grants the user Shield Command |
Resist Command
Resist Command allows the Commander to help someone with ungodly dice rolling luck.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Resist Command | Counter Technique | Emote Range | Grants the user Resist Command |
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