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Abilities: Difference between revisions

From MassiveCraft Wiki
Line 53: Line 53:
| style="background-color:#eae2cf;" | Magic Spell
| style="background-color:#eae2cf;" | Magic Spell
| An Ability that is used exclusively by Mages. Mages also have their own internal Mage-Deflect counter mechanic.
| 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;" | Exist Spell
| An Ability that is used by individuals who channel the power of the Exist, and cause it to manifest magically.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes

Revision as of 22:50, 22 January 2021

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.

Ability Categories

Type Description Counterable? Detectable? State
Beast Shift An Ability that transforms the user. Beast Shifts differ from Mythic Shifts because they can be controlled. Falling unconscious/Death does not revert a Beast Shift. Yes Yes Usable
Mythic Shift An Ability that transforms the user which cannot be hijacked or countered in any way. Falling unconscious/Death does not revert a Mythic Shift. No Yes Usable
Racial Shift An Ability that transforms the user, and has no counterplay on purpose. Falling unconscious/Death does not revert a Racial Shift. No No Usable
Constant Passive An Ability that is permanently active and cannot be turned off. No No Permanent
Toggle Passive An Ability that can be toggled on and off at will, but is otherwise permanently active when on. No No Usable
Trigger Passive An Ability that only activates when certain conditions are met, but will remain active while the conditions are still applicable. No No Triggered
Racial Passive An Ability that is permanently active and cannot be turned off, and has no counterplay on purpose. No No Permanent
Magic Spell An Ability that is used exclusively by Mages. Mages also have their own internal Mage-Deflect counter mechanic. Yes Yes Usable
Exist Spell An Ability that is used by individuals who channel the power of the Exist, and cause it to manifest magically. Yes Yes Usable
Sorcery Spell An Ability that is used exclusively by Sorcerers. Sorcery Spells cannot be countered by Mage-Deflect. Yes Yes Usable
Vampire Spell An Ability that is used exclusively by Vampires. An Upyr or Greater Vampire can also use Vampire Spells. Yes Yes Usable
Upyr Spell An Ability that is used exclusively by Greater Vampires. Yes Yes Usable
Werebeast Spell An Ability that is used exclusively by Werebeasts. An Allat or Greater Werebeast can also use Werebeast Spells. Yes Yes Usable
Allat Spell An Ability that is used exclusively by Greater Werebeasts. Yes Yes Usable
Racial Spell An Ability that has no counterplay on purpose. No No Usable
Silven Spell An Ability that is used exclusively by Silven. All non-Aesthetic Silven Mutations are classified as Silven Spells. Yes Yes Usable
Mythic Spell An Ability that cannot be countered or stopped in any way. No Yes Usable
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. Yes Yes Channel
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. Yes Yes Channel
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. No Yes Channel
Target Illusion An Ability that affects the mind of specific individuals, making them experience things that are not real. Yes No Channel
Object Illusion An Ability that affects an object, which imparts experiences on those around them/using them in some way. No No Usable
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. No Yes Usable
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. No Yes Usable
Soul Curse An Ability that puts an effect on the Soul of an individual that imparts an uncounterable effect on them. No No Usable
Object Enhancement An Ability modifier that puts an effect on an item (usually a weapon) that empowers it in some way. Only 1 Object Enhancement can affect the same weapon or Object at any given time. Yes Yes Usable
Primal Power An Ability rooted in Primal Essence, meaning it is native to Aloria. Yes Yes Usable
Ordial Power An Ability rooted in Ordial Essence, meaning it is native to Aloria's mirror dimension. These Powers respond the same way to Magic Spell counters, except when they specify that Void or Exist is a requirement. Yes Yes Usable
Ritualist Power An Ability that can be used by those who have the sufficient Proficiency invested and faith (or lack thereof) in religion. Yes Yes Usable
Control Power An Ability that forces some manner of control over the actions or intentions or thoughts of its target. Yes Yes Usable
Essence Power An Ability gained through the usage of Clockwork, which is powered by Soul Essence. Yes Yes Usable
Mundane Ability A manifestation of physical prowess or strength, and not a real ability for the classification of aberrancy or otherwise, but for the consideration of counters. Yes No Usable
Mundane Technique A manifestation of physical prowess or strength, and not a real ability for the classification of aberrancy or otherwise. Mundane Techniques are not countered by anything that mentions it counters an Ability directly, and are basically treated as regular attacks. No No Usable
Puretek Technique A manifestation of specific skill with the Puretek weapon, and not a real ability for the classification of aberrancy or otherwise. Puretek Techniques are not countered by anything, but their usage can be prevented if the user is stopped in some manner. No No Usable

Extra Notes

  • Magic and other Special Permission 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.

Rules for Artifacts

  • 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.
  • Your character must always wear your artifact on them, unless there are extenuating circumstances which resulted in your character's artifact being taken from them against their will and disposed of somewhere, after which they enter the rotation for re-distribution. Soul Bound Artifacts are not covered by this Rule.

Aberrancy Types

Type of Aberrancy Description Detectable? Mage Stone Effect Pure Stone Effect Hallowed Stone Effect
Complete Aberrancy Arken, Undead Yes No Effect Abilities Disabled Spontaneous Combustion
Linked Aberrancy Mages, Manathar, Greater Vampires, Greater Werebeasts, Ordial Mages, Arken Pacts Yes Abilities Disabled Abilities Disabled Intense and Crippling Pain
Infested Aberrancy Possessed, Vampires, Werebeasts, Silven, Crimson Witches, Silver Skinwalkers Yes Abilities Disabled Abilities Disabled Bearable amounts of Pain
Touched Aberrancy Sorcerers Yes Abilities Disabled Abilities Disabled High Discomfort
Lingering Aberrancy Kathar, Northern Tainted Individuals, Yanar, Vampire Broods, Pre-Awakened Werebeasts, Lavvanya/Threlwar Mutated Individuals No No Effect Abilities Disabled No Effect
Primal Aberrancy Phantasma, Archbloods (All Variants), Primal Lineages, Primal Mages, Dragon Knights, Url No No Effect Abilities Disabled No Effect
Artifacts No No Effect Abilities Disabled No Effect
Object Curse/Illusion No No Effect No Effect No Effect
Ritualism No No Effect Abilities Disabled No Effect

Extra Notes

  • In some cases there may be additional effects besides what is listed. 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.
  • Some Special Permissions may be classified as Aberrants but not listed on the table due to their niche nature. Please contact Lore Staff for specific clarifications.

Counter Mechanics

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.

Because of the variation between all types of abilities, and the listed types of Counter Mechanics below, it is difficult to (without a large amount of wiki bloat via the same "if countered, does x" on each and every ability) specifically mention how countering works for each type of ability. For some abilities with long cooldown timers, a "Cancel" counter might have a great effect, but might have less effect on an ability with a low cooldown. It is with all of this in mind that the following rule exists for Counter Abilities: In any and all cases when a Counter Mechanic is used, the character whose ability was countered is expected to not immediately try to re-use or re-cast the ability with no detriment, and should give the character who countered the ability a chance to react before using it again.

The following Counter Mechanics exist:

  • 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 themselves to the caster.
  • Transmute Counter: A counter mechanic that will allow the person countering to re-direct the ability to another person or area.
  • Stagger Counter: A counter mechanic that interrupts all ongoing Channel Abilities and casting or utilization of other Abilities, as well as ongoing Mundane attacks and/or charges.
  • Mage Deflect: A specific magic deflect roll, the rules of which are always specified when this term is used.

Detection Mechanics

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:

  • Area: When detectable thing enters a wider area.
  • Touch: When touching detectable things.
  • Trigger: When detectable thing crosses a certain threshold or border.
  • Sight: When detectable things can be seen with the eye, or through some lens.
  • Tracked: When someone is being followed by detection mechanic.

Extra Notes

  • If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.

Aberrancies with Abilities

Several Aberrancies of pure creatures of Aloria exist that can be classified together. This list provides a short overview based on common traits and historical and cultural perspectives. The list is inherently dictated by the amount of Special Character Permissions. The more categorically similar Permissions are applied for, the more information will appear on this page to settle the context of each Aberrancy in history.

Silvenism

Silvens or Silvenism is a term used to describe a child that is a direct descendant of an Arken, or a greater Demon or Existling of Void and Exist respectively. Silven are born in a chaotic way, usually as a product of an Arken father siring with a non-Arken mother, where the child has a strong connection with the Void or Exist. As such, Silven have a habit of producing mutations that both cause their appearance to be different, but also cause Abilities to develop. Silven are reviled in most communities, because of their unstable personalities. Arken have dominion over strong personality traits, for example, an Arken of Pride has immense pride, and the Arken of Fury loves violence. These traits are strongly inherited by the Silven which can also experience bursts of heightened emotions, and flaring abilities that they sometimes do not control. In Regalia, Silven are usually hunted down, which is difficult, because not all Silven have mutated traits that are similar. While many Silven have the traditional Void and Exist eye mutations, they are not consistent across all Silven, and some Silven can make it through life without ever having their heritage discovered. The situation is even worse among the Orcs: Any child that is suspected of being a Silven is usually murdered by the elder Orcon of the Polorc, to avoid the weakness of magic cowardice from infection the Orc population. In Kathar and Altalar societies however, Silven are seen as a blessing from the Void or from Estel, and are highly esteemed as prestigious individuals who deserve praise and respect if only for their lineage. Many of the ancient Altalar Archmages were also Silven, combining their strong Magespark connection with a Silven connection to increase their power. There exist entire Kathar cults that seek out Arken in the hopes of being blessed with a Silven child to raise as a glorious warrior or powerful leader.