Abilities: Difference between revisions

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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.
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.


'''The following information is subject to change as more updates are released.'''
*Currently, the Ability system is halfway between an update. What this means is that some Abilities on some pages will be formatted differently than others. Always refer to the directions on the page itself to understand how the Abilities function. If it is still unclear, please make a Ticket on the RP Community Discord to request clarification.
==Ability Categories==
==Ability Categories==
{| class="wikitable"
{| class="wikitable"
Line 9: Line 12:
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | State
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | State
|-
|-
| style="background-color:#eedbda;" | Beast Shift
| style="background-color:#eae2cf;" | Constant Passive
| 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.
| An Ability 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;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eedbda;" | Mythic Shift
| An Ability that transforms the user which cannot be hijacked or countered in any way. Falling unconscious/Death does not revert a Mythic Shift.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eedbda;" | Racial Shift
| An Ability that transforms the user, and has no counterplay on purpose. Falling unconscious/Death does not revert a Racial Shift.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#e0e2ec;" | Constant Passive
| An Ability that is permanently active and cannot be turned off.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Permanent
| style="text-align: center;" | Permanent
|-
|-
| style="background-color:#e0e2ec;" | Toggle Passive
| style="background-color:#eae2cf;" | Toggle Passive
| An Ability that can be toggled on and off at will, but is otherwise permanently active when on.
| An Ability that can be toggled on and off at will, but is otherwise permanently active when on.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#e0e2ec;" | Trigger Passive
| An Ability that only activates when certain conditions are met, but will remain active while the conditions are still applicable.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Triggered
|-
| style="background-color:#e0e2ec;" | Racial Passive
| An Ability that is permanently active and cannot be turned off, and has no counterplay on purpose.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Permanent
|-
| style="background-color:#eae2cf;" | Magic Spell
| An Ability that is used exclusively by Mages. Mages also have their own internal Mage-Deflect counter mechanic.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#eae2cf;" | Exist Spell
| style="background-color:#eae2cf;" | Trigger Passive
| An Ability that is used by individuals who channel the power of the Exist, and cause it to manifest magically.
| An Ability 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;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Triggered
|-
|-
| style="background-color:#eae2cf;" | Void Spell
| style="background-color:#e1d1d6;" | Control Power
| An Ability that is used by individuals who channel the power of the Void, and cause it to manifest magically.
| An Ability that forces some manner of control over the actions or intentions or thoughts of its target.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#eae2cf;" | Sorcery Spell
| style="background-color:#c3e6c3;" | Region Enchant
| An Ability that is used exclusively by Sorcerers. Sorcery Spells cannot be countered by Mage-Deflect.
| An Ability 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;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#eae2cf;" | Vampire Spell
| style="background-color:#ddecee;" | Primal Power
| An Ability that is used exclusively by Vampires. An Upyr or Greater Vampire can also use Vampire Spells.
| An Ability rooted in Primal Essence, meaning it is native to Aloria.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#eae2cf;" | Upyr Spell
| style="background-color:#ddecee;" | Ordial Power
| An Ability that is used exclusively by Greater Vampires.
| An Ability rooted in Ordial Essence, meaning it is native to Aloria's mirror dimension.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#eae2cf;" | Werebeast Spell
| style="background-color:#d1d1d1;" | Mundane Technique
| An Ability that is used exclusively by Werebeasts. An Allat or Greater Werebeast can also use Werebeast Spells.
| Techniques are not abilities for the classification of occult or otherwise. Mundane Techniques are not countered by anything that mentions it counters an Ability, and are treated as regular attacks.
| style="text-align: center;" | Yes
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | No
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#eae2cf;" | Allat Spell
| style="background-color:#efefef;" | Summon Power
| An Ability that is used exclusively by Greater Werebeasts.
| An Ability that summons or creates something out of nothing, such as weapons or armor.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#eae2cf;" | Racial Spell
| style="background-color:#efefef;" | Buff Power
| An Ability that has no counterplay on purpose.
| An Ability that enhances the user or target with some benefit.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Silven Spell
| An Ability that is used exclusively by Silven. All non-Aesthetic Silven Mutations are classified as Silven Spells.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#eae2cf;" | Mythic Spell
| style="background-color:#efefef;" | Instant Power
| An Ability that cannot be countered or stopped in any way.
| An Ability that immediately imparts some effect, or counters some effect.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#d8ece0;" | Immobile Channel
| style="background-color:#efefef;" | Memory Power
| 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.
| An Ability that alters, removes, or interacts with a person's memories.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#d8ece0;" | Mobile Channel
| style="background-color:#efefef;" | Skill Power
| 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.
| An Ability that confers bonus Proficiencies, or alters, enhances, or reduces current Proficiencies.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
| style="text-align: center;" | Usabe
|-
|-
| style="background-color:#d8ece0;" | Linked Channel
| style="background-color:#efefef;" | Detection Power
| 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.
| An Ability that detects the presence or activation of other Abilities, Afflictions, or abnormalities.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#f0ddf2;" | Target Illusion
| An Ability that affects the mind of specific individuals, making them experience things that are not real.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | No
| style="text-align: center;" | Channel
|-
| style="background-color:#f0ddf2;" | Object Illusion
| An Ability that affects an object, which imparts experiences on those around them/using them in some way.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#e1d1d6;" | Target Curse
| style="background-color:#efefef;" | Escape Power
| 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.
| An Ability that allows the user to escape from a situation or specific circumstance.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#e1d1d6;" | Object Curse
| An Ability that puts a lasting effect on an object, which can in turn put lasting effects on people around or using the object that can only be cancelled by leaving the object or purifying it.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#e1d1d6;" | Soul Curse
| style="background-color:#efefef;" | Healing Power
| An Ability that puts an effect on the Soul of an individual that imparts an uncounterable effect on them.
| An Ability that heals the user, or others.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#c3e6c3;" | Object Enchant
| An Ability modifier that puts an effect on an item (usually a weapon) that empowers it in some way. An Object can only have one Object Enchant Ability from the same tiered category, but can have multiple Object Enchants from multiple categories. (ex: A sword can have Sharp Brand II and Heavy Brand II, but not Sharp Brand I and Sharp Brand II).  
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#c3e6c3;" | Region Enchant
| style="background-color:#efefef;" | Dimension Power
| An Ability 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.
| An Ability 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;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#ddecee;" | Primal Power
| style="background-color:#efefef;" | Morph Power
| An Ability rooted in Primal Essence, meaning it is native to Aloria.
| An Ability 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;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#ddecee;" | Ordial Power
| style="background-color:#efefef;" | Vehicle 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.
| An Ability that only activates when the user is inside of something.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Triggered
|-
|-
| style="background-color:#ddecee;" | Ritualist Power
| style="background-color:#efefef;" | Movement Power
| An Ability that can be used by those who have the sufficient Proficiency invested and faith (or lack thereof) in religion.
| An Ability 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;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#ddecee;" | Control Power
| style="background-color:#efefef;" | Info Power
| An Ability that forces some manner of control over the actions or intentions or thoughts of its target.
| An Ability that communicates information over long, or short, distances.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#ddecee;" | Essence Power
| style="background-color:#efefef;" | Restraint Power
| An Ability gained through the usage of [[Clockwork]], which is powered by Soul Essence.
| An Ability that restrains or restricts the target (or user) from doing some action or movement.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#d1d1d1;" | 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.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#d1d1d1;" | 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.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#d1d1d1;" | 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.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | 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.
==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.
*Abilities that mention 'Channeling' or 'Channel' in the description require the user to do a specific thing uninterrupted, and focus on it, meaning that two Channel Abilities cannot be used at the same time by the same person.
*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 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 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.
*'''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.
*Afflictions usually lock out the usage of Magic, Mystic, or Mythic Point Buy due to their internal nature. While each Affliction has its own internal rules, the following rule will almost always apply: If an Affliction says it disables the usage of Magic Point Buy, invested points will be refunded, and Magic Point Buy gained from Racial Abilities or Specials are automatically disabled, unless it matches the Planar alignment of the Affliction.
*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.


====Rules for Artifacts====
====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.
*[[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. Soul Bound Artifacts are not covered by this Rule.
*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.)


==Aberrancy Types==
==Aberrancy Types==
{| class="wikitable"
"Aberrant" or "Aberrancy" is the catch-all term for individuals who have unusual powers and are infected, influenced, or made of some unusual essences. It is safe to assume in all cases, that an "Aberrant" is someone with extra powers (excluding their Racial Abilities) that a normal person would not have. Aberrancy Types are distinguished by the following:
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type of Aberrancy
*'''Void Aberrant''': Any individual who draws on, or is affected by, the plane called the Void. This includes (but is not limited to): Void Mages, Void Silven, Void Sorcerers, Vampires, Crimson Witches, Manathar, etc.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
*'''Exist Aberrant''': Any individual who draws on, or is affected by, the plane called the Exist. This includes (but is not limited to): Exist Mages, Exist Silven, Exist Sorcerers, Cahal, etc.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Detectable?
*'''Ordial Aberrant''': Any individual who draws on, or is affected by, the plane called Bintaar. This includes (but is not limited to): Ordial Mages, Undead, Morvali, etc.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mage Stone Effect
*'''Primal Aberrant''': Any individual who draws on, or is affected by, powers from the plane of Aloria (Binral). This includes (but is not limited to): Certain Ezekiel, Certain Cratos, Sihndar, etc.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Pure Stone Effect
*'''Dragon Aberrant''': Any individual who draws on, or is affected by, powers from the Dragons. They are also Primal Aberrants. This includes (but is not limited to): Primal Mages, Dragon Wardens, Archbloods, etc.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | 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.
*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.
*Some Custom Kits may be classified as Aberrants but not listed on the table due to their niche nature. Please contact Lore Staff for specific clarifications.
*Some Abilities may reference "Afflictions," this includes: Vampires, Werebeasts, Manathar, Morvali, Capradiem, Undead, Silven, Archbloods, and Dragon Wardens. Details on many of these can be found on the [[Afflictions]] Page. This includes certain Special Permissions, such as: Possessions and Arken Pacts. If you are uncertain about something not listed here, please make a ticket on the RP Community Discord.
*Some Abilities may reference "Afflictions," this includes: Vampires, Cahal, Manathar, Morvali, Undead, Silven, Archbloods, Primal Lineages, and Dragon Wardens. Details on many of these can be found on the [[Afflictions]] Page. This includes certain Custom Kits, such as: Possessions and Arken Pacts. If you are uncertain about something not listed here, please make a ticket on the RP Community Discord.


==Counter Mechanics==
==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 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.
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.


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.
Because of the variation between all types of abilities, 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 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:
Explanation of Unique Ability Terms:
*'''Prevent Counter:''' A counter mechanic that completely prevents an ability or spell from being cast or activated in the first place.
*'''Stagger / Staggered:''' A counter mechanic that interrupts all ongoing Channel Abilities and casting or utilization of other Abilities or Mundane Techniques, as well as ongoing Mundane attacks and/or charges, but does not put any Abilities/Techniques on Cooldown.
*'''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.
*'''Displacement / Displaced:''' A mechanic that describes when anyone is forcibly moved from where they are currently standing, or if they are physically displaced, such as knock backs, knock downs, knock overs, pushes, etc.
*'''Reflect Counter:''' A counter mechanic that will re-direct any effects from a spell or ability from themselves to the caster.  
*'''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.
*'''Transmute Counter:''' A counter mechanic that will allow the person countering to re-direct the ability to another person or area.
*'''Dazed:''' A dazed character can still move and fight normally, they are just incapable of casting and utilizing active Abilities or Mundane Techniques for the duration of the Daze.
*'''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.  
*'''Stun/Stunned:''' A stunned character cannot do anything. They cannot move, cannot fight, and cannot use Abilities or Mundane Techniques. This effect is usually extremely short (seconds) for that reason, and therefore tends to exist as an instant interrupt and chance to defend.
*'''Nullify Counter:''' A counter mechanic that does not end the Ability, but causes the person or the area that the Nullify Counter was used on to not be affected by the Ability until the Nullify Counter ends.  
*'''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 Abilities & Mundane Techniques (assuming they can still hold the weapon in a use-able arm.)
*'''Mage Deflect:''' A specific magic deflect roll, the rules of which are always specified when this term is used.
*'''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 Mundane 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.


==Detection Mechanics==
==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:
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.  
*'''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====
====Extra Notes====
*If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.
*If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.


==Ability Timing==
==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. We believe players should be able to respectfully come to an agreement within the context of the Roleplay Scene as to what a respectable OOC to IC time table should be. In the case that players cannot come to an agreement, Moderators may be called in via a Ticket to manage the situation.
'''The following information is subject to change as more updates are released. We are currently attempting to update all Abilities to follow Strict IC to OOC time, which means when an Ability says "five minutes" or "one hour" it is exactly that time in Real Life, however this does not yet apply to all Abilities, so the below justification should be used unless otherwise stated. It is safe to assume the most Modern Abilities use IC = OOC time.'''


==Aberrancies with Abilities==
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. In the most recent iteration of Abilities (Specials & Abilities), we maintain a strict OOC cooldown timer, however older abilities function under a more malleable principle. For those Abilties, we believe players should be able to respectfully come to an agreement within the context of the Roleplay Scene as to what a respectable OOC to IC time table should be. In the case that players cannot come to an agreement, Moderators may be called in via a Ticket to manage the situation.
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. Consistent across Void and Exist silven, however, are their eyes. Due to their nature, however, Silven are generally incapable of being infected with other Afflictions, and thus maintain their distinct appearance. ((Specific kits can contradict this, at request.)) 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.

Revision as of 00:18, 1 August 2022

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.

The following information is subject to change as more updates are released.

  • Currently, the Ability system is halfway between an update. What this means is that some Abilities on some pages will be formatted differently than others. Always refer to the directions on the page itself to understand how the Abilities function. If it is still unclear, please make a Ticket on the RP Community Discord to request clarification.

Ability Categories

Type Description Counterable? Detectable? State
Constant Passive An Ability that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user. Yes Yes Permanent
Toggle Passive An Ability that can be toggled on and off at will, but is otherwise permanently active when on. Yes Yes Usable
Trigger Passive An Ability that only activates when certain conditions are met, but will remain active while the conditions are still applicable. Yes Yes Triggered
Control Power An Ability that forces some manner of control over the actions or intentions or thoughts of its target. Yes Yes Usable
Region Enchant An Ability 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. 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. Yes Yes Usable
Mundane Technique Techniques are not abilities for the classification of occult or otherwise. Mundane Techniques are not countered by anything that mentions it counters an Ability, and are treated as regular attacks. No No Usable
Summon Power An Ability that summons or creates something out of nothing, such as weapons or armor. Yes Yes Usable
Buff Power An Ability that enhances the user or target with some benefit. Yes Yes Usable
Instant Power An Ability that immediately imparts some effect, or counters some effect. No Yes Usable
Memory Power An Ability that alters, removes, or interacts with a person's memories. Yes Yes Usable
Skill Power An Ability that confers bonus Proficiencies, or alters, enhances, or reduces current Proficiencies. Yes Yes Usabe
Detection Power An Ability that detects the presence or activation of other Abilities, Afflictions, or abnormalities. Yes Yes Usable
Escape Power An Ability that allows the user to escape from a situation or specific circumstance. Yes Yes Usable
Healing Power An Ability that heals the user, or others. Yes Yes Usable
Dimension Power An Ability that creates, or alters, a pocket Dimension for the user to access and enter/exit. Yes Yes Usable
Morph Power An Ability that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it. Yes Yes Usable
Vehicle Power An Ability that only activates when the user is inside of something. Yes Yes Triggered
Movement Power An Ability that alters the user's movement in some way, or acts as a specific form of movement itself. Yes Yes Usable
Info Power An Ability that communicates information over long, or short, distances. Yes Yes Usable
Restraint Power An Ability that restrains or restricts the target (or user) from doing some action or movement. Yes Yes Usable

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.
  • Abilities that mention 'Channeling' or 'Channel' in the description require the user to do a specific thing uninterrupted, and focus on it, meaning that two Channel Abilities cannot be used at the same time by the same person.
  • 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 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 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.
  • 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.
  • Afflictions usually lock out the usage of Magic, Mystic, or Mythic Point Buy due to their internal nature. While each Affliction has its own internal rules, the following rule will almost always apply: If an Affliction says it disables the usage of Magic Point Buy, invested points will be refunded, and Magic Point Buy gained from Racial Abilities or Specials are automatically disabled, unless it matches the Planar alignment of the Affliction.
  • 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.

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.)

Aberrancy Types

"Aberrant" or "Aberrancy" is the catch-all term for individuals who have unusual powers and are infected, influenced, or made of some unusual essences. It is safe to assume in all cases, that an "Aberrant" is someone with extra powers (excluding their Racial Abilities) that a normal person would not have. Aberrancy Types are distinguished by the following:

  • Void Aberrant: Any individual who draws on, or is affected by, the plane called the Void. This includes (but is not limited to): Void Mages, Void Silven, Void Sorcerers, Vampires, Crimson Witches, Manathar, etc.
  • Exist Aberrant: Any individual who draws on, or is affected by, the plane called the Exist. This includes (but is not limited to): Exist Mages, Exist Silven, Exist Sorcerers, Cahal, etc.
  • Ordial Aberrant: Any individual who draws on, or is affected by, the plane called Bintaar. This includes (but is not limited to): Ordial Mages, Undead, Morvali, etc.
  • Primal Aberrant: Any individual who draws on, or is affected by, powers from the plane of Aloria (Binral). This includes (but is not limited to): Certain Ezekiel, Certain Cratos, Sihndar, etc.
  • Dragon Aberrant: Any individual who draws on, or is affected by, powers from the Dragons. They are also Primal Aberrants. This includes (but is not limited to): Primal Mages, Dragon Wardens, Archbloods, etc.
  • 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 Custom Kits may be classified as Aberrants but not listed on the table due to their niche nature. Please contact Lore Staff for specific clarifications.
  • Some Abilities may reference "Afflictions," this includes: Vampires, Cahal, Manathar, Morvali, Undead, Silven, Archbloods, Primal Lineages, and Dragon Wardens. Details on many of these can be found on the Afflictions Page. This includes certain Custom Kits, such as: Possessions and Arken Pacts. If you are uncertain about something not listed here, please make a ticket on the RP Community Discord.

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.

Because of the variation between all types of abilities, 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 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.

Explanation of Unique Ability Terms:

  • Stagger / Staggered: A counter mechanic that interrupts all ongoing Channel Abilities and casting or utilization of other Abilities or Mundane Techniques, as well as ongoing Mundane attacks and/or charges, but does not put any Abilities/Techniques 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, such as knock backs, knock downs, knock overs, pushes, etc.
  • 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 or Mundane Techniques for the duration of the Daze.
  • Stun/Stunned: A stunned character cannot do anything. They cannot move, cannot fight, and cannot use Abilities or Mundane Techniques. 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 Abilities & Mundane Techniques (assuming they can still hold the weapon in a use-able arm.)
  • 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 Mundane 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.

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

The following information is subject to change as more updates are released. We are currently attempting to update all Abilities to follow Strict IC to OOC time, which means when an Ability says "five minutes" or "one hour" it is exactly that time in Real Life, however this does not yet apply to all Abilities, so the below justification should be used unless otherwise stated. It is safe to assume the most Modern Abilities use IC = OOC time.

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. In the most recent iteration of Abilities (Specials & Abilities), we maintain a strict OOC cooldown timer, however older abilities function under a more malleable principle. For those Abilties, we believe players should be able to respectfully come to an agreement within the context of the Roleplay Scene as to what a respectable OOC to IC time table should be. In the case that players cannot come to an agreement, Moderators may be called in via a Ticket to manage the situation.