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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. 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. An indexed list of all abilities can be found on the [[Ability List]] page.
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.
==Ability Categories==
(intro header)
Abilities are split into two broad "categories."
==“Abilities” on Massivecraft==
*'''Powers:''' Are usually magical manifestations and "superpowers."
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.
*'''Techniques:''' Are usually non-magical feats of endurance or strength.
==Roleplay Mechanics==
*Powers and Techniques are both Abilities.
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:
===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.
===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.
==Terminology==
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.
*'''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.
*'''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.
*'''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).
*'''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.
*'''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.
*'''Countered:''' If a characters’ Ability is Countered, the Ability is interrupted, and no damage or effects from the Ability take place.
*'''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.
*'''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.
**'''Dazed:''' A character who is Dazed cannot use any Abilities for the duration of the Daze.
**'''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.
**'''Stun:''' A character who is Stunned cannot do anything: move, fight, use Abilities, or even speak.
**'''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.
**'''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==
This is a set of rules that applies to Abilities & Specials, and are always applicable to an Ability, Special, or both.
*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.
*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.
*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.
*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.
===Mundane Techniques===
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.
===Ability Powers===
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.
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.
{| class="wikitable"
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Detectable?
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | State
|-
|-
| style="background-color:#eae2cf;" | Constant Passive
| style="background-color:#efefef;" | Passive Power
| A Power that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user.
| A Power that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user.
| style="text-align: center;" | Yes
| style="text-align: center;" | Only by Mechanics that completely disable all Magic or Powers in an area.
| style="text-align: center;" | Yes
| style="text-align: center;" | Permanent
|-
|-
| style="background-color:#eae2cf;" | Toggle Passive
| style="background-color:#efefef;" | Toggle Power
| A Power that can be toggled on and off at will, but is otherwise permanently active when on.
| A Power that can be toggled on and off at will, but is otherwise permanently active when on.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers in an area.}}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Trigger Passive
| A Power that only activates when certain conditions are met, but will remain active while the conditions are still applicable.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Triggered
|-
|-
| style="background-color:#e1d1d6;" | Control Power
| style="background-color:#efefef;" | Control Power
| A Power that forces some manner of control over the actions or intentions or thoughts of its target.
| A Power that forces some manner of control over the actions or intentions or thoughts of its target.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#c3e6c3;" | Region Enchant
| A Power modifier that puts an effect on a Region in-game, such as Rental Houses, Clandestine Bases, etc. The same Region Enchant Ability can only affect the same region once at any given time.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#d1d1d1;" | Mundane Technique
| A Mundane Technique that manifests as a honed and practiced skill, that is usually combined with weapon implements for use.
| style="text-align: center;" | Yes
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Summon Power
| style="background-color:#efefef;" | Summon Power
| A Power that summons or creates something out of nothing, such as weapons or armor.
| A Power that summons or creates something out of nothing, such as weapons or armor.
| style="text-align: center;" | Yes
| 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.}}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Buff Power
| style="background-color:#efefef;" | Buff Power
| A Power that enhances the user or target with some benefit.
| A Power that enhances the user or target with some benefit.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Instant Power
| style="background-color:#efefef;" | Instant Power
| A Power that immediately imparts some effect.
| A Power that immediately imparts some effect.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#efefef;" | Memory Power
| A Power that alters, removes, or interacts with a person's memories.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Skill Power
| style="background-color:#efefef;" | Skill Power
| A Power that confers bonus Proficiencies, or alters, enhances, or reduces current Proficiencies.
| A Power that confers bonus Proficiencies, or alters, enhances, or reduces current Proficiencies.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usabe
|-
| style="background-color:#efefef;" | Detection Power
| A Power that detects the presence or activation of other Abilities, Afflictions, or abnormalities.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#efefef;" | Escape Power
| A Power that allows the user to escape from a situation or specific circumstance.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Healing Power
| style="background-color:#efefef;" | Healing Power
| A Power that heals the user, or others.
| A Power that heals the user, or others.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#efefef;" | Dimension Power
| A Power that creates, or alters, a pocket Dimension for the user to access and enter/exit.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Morph Power
| style="background-color:#efefef;" | Morph Power
| A Power that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it.
| A Power that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only via preventing its usage, if possible.}}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Vehicle Power
| style="background-color:#efefef;" | Vehicle Power
| A Power that only activates when the user is inside of something.
| A Power that only activates when the user is inside of something.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
| style="text-align: center;" | Yes
| style="text-align: center;" | Triggered
|-
|-
| style="background-color:#efefef;" | Movement Power
| style="background-color:#efefef;" | Movement Power
| A Power that alters the user's movement in some way, or acts as a specific form of movement itself.
| A Power that alters the user's movement in some way, or acts as a specific form of movement itself.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#efefef;" | Info Power
| A Power that communicates information over long, or short, distances.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Counter Power
| style="background-color:#efefef;" | Counter Power
| A Power that explicitly counters another Ability or effect. Counter Powers cannot be used on Counter Powers.
| A Power that explicitly counters another Ability or effect. Counter Powers cannot be used on Counter Powers.
| style="text-align: center;" | No
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers in an area.}}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#efefef;" | Link Power
| style="background-color:#efefef;" | Link Power
| A Power that connects the target to the user via a 'Link,' imparting some effect on the both of them, or one of them. They can only be broken by Anti Link Abilities, the user willingly ending them (or getting knocked out), or the target leaving Emote Distance.
| 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.
| style="text-align: center;" | Yes
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
|}
|}
==Power Tags==
As every Power is inherently magical in nature, it is important to distinguish what dimension these Powers pull from for the sake of classification and specific ability mechanics. A Power is able to pull from one of the following four planes. Power Tags are determined by where the person gets the Ability from. For example, a Power gained from Vampirism will always be Void, while a Power gained from Exist Spell Point Buy will always be Exist.
* Primal
* Ordial
* Void
* Exist
==General Ability Rules==
This comprises a set of general rules that may not be included on specific pages. It is safe to assume that unless the page specifically and explicitly contradicts the following, these rules always apply, even when unwritten.
*'''Ability Modifiers''' are alterations to how an Ability functions or looks. They are not optional, and always apply based on the source of that Ability.
*If an Ability or Special offers a +1 to a specific Proficiency Stat, this never confers an additional Point-Buy Pack, and is only a flat Stat Boost. 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.
*If an Ability or Special mentions a Character's '''Main Combat Stat,''' this is their highest Proficiency stat that they use for combat, such as Strength, Dexterity, or Magic.
*If an Ability or Special '''Grants Bonus HP''' in any form, such as HP counters, or HP pools, these effects cannot stack. A character can only benefit from one single "Bonus HP" effect at any given time, with the first one applied remaining until it is entirely used up.
*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 [https://forums.massivecraft.com/forums/roleplay-system-manuals.348/ 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.
*If an Ability or Special offers a boost to something, and that "something" being boosted has a maximum cap (ex, +1 to the Charisma Stat, which is capped at 7), this boost never exceeds the "cap," unless it specifically mentions it can exceed it.
*Custom Kit Documents may conflict with this page regarding the rules of Abilities. If such a situation occurs, the Document will always take precedence.
*'''Ability Created Armor''' is when an Ability allows the user to magically summon, wear, or use armor. It functions the same as normal armor, including the idea that it never makes the user invincible, just delays how long it takes to bring them down.
*In any and all cases, we require specific Proficiency mechanisms for a character to be considered appropriately "Disguised." If a character does not have one of these mechanics, it is always possible for others to identify them based on mannerisms, voice, clothes, etc. Disguise mechanics cannot be combined. Additionally, Disguises do not hide Affliction Tells unless they specifically say they do.
*Link Powers are a two way connection between a caster and a target, requiring a minimum of two people to function. A single character can be part of many link powers, unless an ability specifically blocks this. If a target is affected by a link breaking mechanic, they are removed from every link power they are part of. This does not affect the character on the other end of the link, allowing them to maintain link powers they have established with other targets.  For example: Player A uses a link power, linking to Player B and Player C. Player B is hit with a link power breaking mechanic. Player B is no longer part of the link power, but Player A and Player C maintain their link power. If Player A was hit with the link breaking mechanic, Player B and Player C would be removed from the link power.
==Rules for Ability Usage in Conflict Roleplay==
Generally, a combat emote should never have more than 1 actively used Ability in a single emote. Unless a character is given initiative through some effect, an ability specifies it can be used as a combo, or if it is a passive or triggering ability, combat should only ever have one dedicated action and a player’s movement.
For example, while a character can use Technique Parry and perform a basic attack in the same emote, as it’s a reactive technique and an active attack, a character cannot use Leaping Charge into a Knockback Sweep, as both techniques are ones intended to be actively used.
====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.
*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. The only exception to this is situations in which your character would be executed for carrying the Artifact (Such as in the Imperial Palace.)
==Counter Mechanics & Ability Terms==
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 triggering, being used, or imparting an effect. 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.
===Unique Ability Terms===
*'''Exorcism:''' An Exorcism, or Ability that removes "Possessions" is a prolonged ritual. It requires the target to be either willing, or fully restrained. The user must them proceed with a 10 minute long ritual, which must be completed uninterrupted from start to finish. Exorcisms do not target one specific effect, they will cleanse any and all applicable 'debuffs' or effects on the target (even positive ones).
*'''Barrier:''' This term describes a magically summoned barrier around a person, that acts as a defined shield that protects the user against things. It can also apply to Techniques that use the term 'Barrier.' This is different than a "shield" Ability, which usually just summons a physical shield for the character to use.
*'''Mundane Cover:''' This term describes an Ability that creates a non-magical cover or protection for the user. This is different than a "shield" effect, or "barrier" effect, as it is non-magical in nature and has its own unique counter requirements.
*'''Block Counter:''' A Block Counter is any mechanic that would fully negate the damage of an Ability or basic attack. This cannot be used to block any additional effects, only the damage itself.
*'''Stagger / Staggered:''' A counter mechanic that interrupts all active casting or utilization of other Abilities, as well as ongoing Mundane attacks and/or charges, but does not put any Abilities on Cooldown.
*'''Displacement / Displaced:''' A mechanic that describes when anyone 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.
===Unique Ability Debuffs===
*'''Rooted/Trapped:''' A mechanic that prevents a character from walking, running, or generally moving, keeping them glued to the spot. This does not interfere with their ability to fight, or protect themselves, it just stops them from running away.
*'''Dazed:''' A dazed character can still move and fight normally, they are just incapable of casting and utilizing active Abilities for the duration of the Daze.
*'''Silenced:''' A silenced character can still move, speak, and fight normally, they are just incapable of casting and utilizing active Powers.
*'''Stun/Stunned:''' A stunned character cannot do anything. They cannot move, cannot fight, and cannot use Abilities. This effect is usually extremely short (seconds) for that reason, and therefore tends to exist as an instant interrupt and chance to defend.
*'''Paralyzed:''' A character can only have specific parts of them paralyzed, such as their arms, their legs, etc. If they are paralyzed, they cannot use these limbs to move, attack, or hold things, but can still generally use Powers & Techniques (assuming they can still hold the weapon in a use-able arm.)
*'''Confused:''' A confused character can still use Abilities and fight as normal, but cannot target the person who applied the confused debuff with Powers for the duration of the confusion.
*'''Weakened:''' A weakened character can still move, speak, and fight normally, they are just incapable of utilizing active Mundane Techniques.
*'''Blinded:''' A blinded character cannot target other characters with Abilities or attacks but can defend themselves if attacked. They can still move, speak, and target themselves with Abilities, but not others.
* '''Brittle''': A mechanic that applies a Brittle to a person for 20 minutes. If a person with a Brittle Debuff is successfully damaged, the Brittle is consumed, and they take damage as if they were hit twice. Only one Brittle can apply per person. Brittle Debuff may also be consumed by some specific abilities to turn an otherwise non-damage Ability into a damage Ability.
===Curses and Debuffs===
Negative Effects have two distinct classifications, specified in the ability that uses it. Debuffs are considered weaker effects, able to be cleansed by any outside mechanic. Curses are a unique improved type of Debuff that is stronger in contrast, unable to be broken by an outside party, and only able to be dispelled by certain Curse breaking mechanics or by the effect ending on its own. Even if a Curse and Debuff use the same term effect, a Curse still benefits from being unable to be cleansed while a Debuff does not. Exorcisms can cleanse Debuffs, but not Curses, unless the Curse’s description itself says it works.
==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, or just detect things in general. These types of Abilities will specifically mention "Detect" or "Detection" in their description. 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. 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.
====Extra Notes====
*If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.
==Ability Timing==
Due to the varied nature of both Abilities and the time of Roleplay, in addition to the difference between players speed of emoting, we do not maintain an official "timing" principle across all Abilities. Most Abilities (Specials & Abilities) maintain a strict OOC cooldown timer. However we understand there are cases where this is unfair due to OOC delays in time (such as slow emoting, OOC chatter/disputes, etc.) We believe players should be able to respectfully come to an agreement within the context of the Roleplay Scene as to what a respectable extension or alteration to these times should be. In the case that players cannot come to an agreement, Moderators may be called in via a Ticket to manage the situation.

Revision as of 18:55, 8 February 2023

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. (intro header)

“Abilities” on Massivecraft

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.

Roleplay Mechanics

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:

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.

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.

Terminology

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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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.
  • Countered: If a characters’ Ability is Countered, the Ability is interrupted, and no damage or effects from the Ability take place.
  • 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.
  • 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.
    • Dazed: A character who is Dazed cannot use any Abilities for the duration of the Daze.
    • 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.
    • Stun: A character who is Stunned cannot do anything: move, fight, use Abilities, or even speak.
    • 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.
    • 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

This is a set of rules that applies to Abilities & Specials, and are always applicable to an Ability, Special, or both.

  • 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.
  • 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.
  • 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.
  • 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.

Mundane Techniques

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.

Ability Powers

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. 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.

Type Description Counterable?
Passive Power A Power that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user. Only by Mechanics that completely disable all Magic or Powers in an area.
Toggle Power A Power that can be toggled on and off at will, but is otherwise permanently active when on. Conditional

Control Power A Power that forces some manner of control over the actions or intentions or thoughts of its target. Yes
Summon Power A Power that summons or creates something out of nothing, such as weapons or armor. Conditional

Buff Power A Power that enhances the user or target with some benefit. Yes

Instant Power A Power that immediately imparts some effect. Yes

Skill Power A Power that confers bonus Proficiencies, or alters, enhances, or reduces current Proficiencies. Yes

Healing Power A Power that heals the user, or others. Yes

Morph Power A Power that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it. Conditional

Vehicle Power A Power that only activates when the user is inside of something. Yes

Movement Power A Power that alters the user's movement in some way, or acts as a specific form of movement itself. Yes

Counter Power A Power that explicitly counters another Ability or effect. Counter Powers cannot be used on Counter Powers. Conditional

Link Power 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. Yes