Abilities: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
(160 intermediate revisions by 8 users not shown)
Line 1: Line 1:
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.
{{ infobox
| bodystyle = width: 100%; margin-top: 10px; margin-bottom: 10px; margin: auto; padding-left: 1px; padding-right: 1px; background-color: #EBEBEB;
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
| datastyle  = text-align: left; font-size: 0.95em;
| header1    = The Ability and Proficiency System
| data2      =
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.
}}
The Ability Manual is a resource page to explain common terms, functions, and base-line rules for Ability usage. If you play D&D, this should be as familiar as a Players Handbook. An indexed list of all Abilities can be found on the [[Ability List]] Page.  


==Ability Categories==
==Combat Roleplay==
{| class="wikitable"
Combat Roleplay on MassiveCraft is done in two ways: System Combat, and Loose Combat. System Combat is to rules-bound interactions that make Combat Roleplay organized and reduces the risk of Power-Gaming. Everyone wants to win in Combat Roleplay, so System Combat helps assuage OOC frustration by giving everyone a fair chance. Loose Combat without Systemized Abilities and rules can be used to make Characters look cool, especially when both sides do not care about who wins, and is recommended for non-competitive settings. Loose Combat is sometimes also preferred during some Events or Private Roleplay, when the focus is more on the experience rather than the outcome. During System Combat, characters have Turns where they can use [[Proficiency]] based Ability or Attack Emote that do Damage, and everyone has a Health Pool that causes them to lose if they hit 0. Abilities are divided into Powers (always Magical) and Techniques (never Magical). MassiveCraft has a Plugin that allows Abilities to be Linked in Chat, by using (a:Ability Name) in your emote (with parenthesis). For more on System Combat, refer to the [[Proficiency#Optional_Combat_Roleplay_Rules|Proficiency]] Page.  
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
==Combat Terms==
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
Combat Terms are Terms that are frequently used in Combat Roleplay (CRP). You will refer back to these terms often so they should be memorized. They are also crucial to know in understanding Ability Descriptions.  
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
* '''Target:''' A Target is always another Character/Person in a Roleplay Scene. If you can see at least half the Minecraft Character in-Game, you are able to Target the person in question.  
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Detectable?
* '''Cover:''' Cover means your Character is protected from being Targeted, without necessarily being behind physical obstacles. Cover can only ever come from certain Abilities / is Temporary.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | State
* '''Action:''' Something your Character does that takes up their whole Emote (use an Ability, Attack, etc), that prevents you from using other Actions in the same Emote.
|-
* '''Reaction:''' Something your Character can do as an immediate reply to someone else's Emote, without needing to wait, but only sometimes taking up an Action. If an Action is taken, delay your next Action Emote.
| style="background-color:#eedbda;" | Beast Shift
* '''Movement Abilities:''' Movement Abilities are specific kinds of Abilities: Movement Powers and Movement Techniques. Abilities that move you, but are not one of these two types, do not count.
| 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.
* '''Move:''' A Move is when you Walk/Run in a particular direction during a Turn. This never consumes the whole Turn, you can Move a max of 10 Blocks (Diagonal also), but, it cannot be used in the same Turn as a Movement Ability.
| style="text-align: center;" | Yes
* '''Splitting Move:''' When a Character Moves, they can optionally spend some of the movement, take their full Action, and then spend the rest of their movement. (ex. move 3, action, then 7) This does not work with Movement Ability.
| style="text-align: center;" | Yes
* '''Move Reaction:''' You cannot move through a Person. While using Move to go around a person, if you go within 2 Blocks of a Person, they get an Attack Emote (never an Ability) on you out of Turn. This Attack Emote is known as an "Opportunity Attack."
| style="text-align: center;" | Usable
* '''Attack Emote:''' Attack Emote means using a Turn to perform a Weapon/Magic Attack on a Target. When using an Attack Emote, you cannot also use Abilities in the same Turn unless specified.
|-
* '''Attack Stat:''' Attack Stat is a Number based on Proficiency used for Attack Emotes on Targets. This is determined by the Abilities and Combat Style the Player is using.
| style="background-color:#eedbda;" | Mythic Shift
* '''Defense Stat:''' Defense Stat is a Number based on Proficiency used for Defending against Attacks. This is determined by the Abilities and Combat Style the Player is using.
| An Ability that transforms the user which cannot be hijacked or countered in any way. Falling unconscious/Death does not revert a Mythic Shift.
* '''Block Token:''' A Block Token is a Resource that, if you take 2HP or more Damage from Enemy Abilities or Attacks, automatically triggers to reduce the Damage by 2HP, and then destroy the Block Token.  
| style="text-align: center;" | No
* '''Block Rules:''' Block Tokens can Stack, never more than 3 per Person, don't prevent Effects (like Displaced/Status Effects), and must be tracked in Nicknames (/nick use Harry 10 HP 3 BT)
| style="text-align: center;" | Yes
* '''Armored:''' Whether by wearing an Armor Minecraft Skin, or using a Summon Armor Ability, this automatically grants 1 Block Token, which is automatically refreshed when Combat Ends.
| style="text-align: center;" | Usable
* '''Stagger:''' If you are Staggered, the Ability or Attack Emote you tried to do is interrupted, and has no effect or Damage. This never puts Abilities on Cooldown when used to interrupt.  
|-
* '''Dispel:''' Dispel can only be used on Powers. If you are Dispelled, it means your Power (Ability) was interrupted, and no effects or Damage applies. Dispel puts Abilities on Half Cooldown.
| style="background-color:#eedbda;" | Racial Shift
* '''Displaced:''' If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else, and cannot use Move during the Turn immediately after.
| An Ability that transforms the user, and has no counterplay on purpose. Falling unconscious/Death does not revert a Racial Shift.
* '''Stance Ability:''' A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are indefinite and cannot be Dispelled/Staggered.
| style="text-align: center;" | No
* '''Stance Rules:''' Only one Stance can be active at any time. Entering a Stance does not consume a whole Turn, but changing from one Stance into another does consume a whole Turn.  
| style="text-align: center;" | No
* '''Link Break:''' Link Break is an effect that breaks all links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
| style="text-align: center;" | Usable
* '''Ability Stacking:''' If an Ability says it "Does Not Stack" this means that the Ability cannot be used multiple times on the same person at the same time, even by different people.
|-
* '''Line of Sight:''' Line of Sight, or LOS, is relevant for Ranged Attacks. Characters cannot make a Ranged Attack on someone they cannot see, or someone who they can only see a small portion of.
| style="background-color:#e0e2ec;" | Constant Passive
* '''Max HP Reduction:''' If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.
| 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="background-color:#e0e2ec;" | Toggle Passive
| 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;" | Usable
|-
| style="background-color:#eae2cf;" | Sorcery Spell
| An Ability that is used exclusively by Sorcerers. Sorcery Spells cannot be countered by Mage-Deflect.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Vampire Spell
| An Ability that is used exclusively by Vampires. An Upyr or Greater Vampire can also use Vampire Spells.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Upyr Spell
| An Ability that is used exclusively by Greater Vampires.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Werebeast Spell
| An Ability that is used exclusively by Werebeasts. An Allat or Greater Werebeast can also use Werebeast Spells.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Allat Spell
| An Ability that is used exclusively by Greater Werebeasts.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Racial Spell
| An Ability that has no counterplay on purpose.
| 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;" | Usable
|-
| style="background-color:#eae2cf;" | Mythic Spell
| An Ability that cannot be countered or stopped in any way.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#d8ece0;" | Immobile Channel
| An Ability that allows for a constant effect, though rooting the user in place and disallowing any other actions. A character may only have one Channel Ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#d8ece0;" | Mobile Channel
| An Ability that allows for a constant effect, though diminishing the mobility of the user to a degree and allowing some actions. A character may only have one Channel ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#d8ece0;" | Linked Channel
| An Ability that allows for a constant effect with a minor requirement, but does not inhibit or limit the user in any other way. A character may only have one Channel ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | No
| 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;" | 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="background-color:#e1d1d6;" | Target Curse
| An Ability that puts a lasting effect on an individual that can only be cancelled by sitting out the timer or purifying it with anti-possession mechanisms.
| style="text-align: center;" | No
| 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;" | Usable
|-
| style="background-color:#e1d1d6;" | Soul Curse
| An Ability that puts an effect on the Soul of an individual that imparts an uncounterable effect on them.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#c3e6c3;" | Object Enhancement
| An Ability modifier that puts an effect on an item (usually a weapon) that empowers it in some way. Only 1 Object Enhancement can affect the same weapon or Object at any given time.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#ddecee;" | Primal Power
| 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;" | Usable
|-
| style="background-color:#ddecee;" | Ordial Power
| An Ability rooted in Ordial Essence, meaning it is native to Aloria's mirror dimension. These Powers respond the same way to Magic Spell counters, except when they specify that Void or Exist is a requirement.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#ddecee;" | Ritualist Power
| An Ability that can be used by those who have the sufficient Proficiency invested and faith (or lack thereof) in religion.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#ddecee;" | Control Power
| 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;" | Usable
|-
| style="background-color:#ddecee;" | Essence Power
| An Ability gained through the usage of [[Clockwork]], which is powered by Soul Essence.
| 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;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable


|}
==Combat Rules==
====Extra Notes====
Combat Rules are loose Rules that did not fit in any other section, but dictate some niche situations or circumstances that don't happen often, yet were necessary enough to be recorded on this page. This is still recommended reading.
*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.
* '''Combat Styles:''' When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, Changing Combat Styles (and weapons) does consume a whole Turn.
* '''Duplicate Abilities:''' Having/Point Buying Abilities with the same name, even from different Packs, does not grant a less Cooldown, or extra uses. It is inefficient Character Creation.
* '''Unwalkable Blocks:''' In any and all circumstances a Character cannot stand the following Blocks: Wool Blocks, Leaf Blocks, Barrier Blocks, Candles, Roots, Chains, Lanterns, Grindstones.
* '''Unwalkable Places:''' You can Roleplay anywhere (including roofs) your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.
* '''Falling Damage:''' Abilities can Displace Characters off of Ledges. If falling more than 6 Blocks, take 2 HP Damage, unless an Ability reduces or prevents it.
* '''Identity Reveal:''' Having or not having Abilities, functioning or not functioning of Abilities, cannot reveal hidden traits like Afflictions or a person's Disguised Identity.
* '''Water Boundary:''' Abilities that Displace can never force you to fall into or out of Water. If a Knock Back would force you to the water's edge, stop at the nearest land Block.
* '''Prone Movement:''' When a Character has the Status Effect of Prone applied to them, they cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks.
* '''Ability Use Conflict:''' If two Abilities are used at the same time, that do the same thing or a similar thing, and conflict with each other, an Ability used on Self goes first.


====Rules for Artifacts====
==Status Effects==
*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.
These Combat Effects stick with a Character between Turns. Some have a time limit, or require additional action. Status Effects of the same type cannot Stack. Additional Rules may be written in the Abilities themselves.
*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.
<table style="width: 100%;">
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
<div class = "div-col">
* [[File:Trappedimg.png|22px]] '''Trapped:''' When Trapped, you cannot move, but can still use Abilities and fight on spot.
* [[File:Silencedimg.png|22px]] '''Silenced:''' When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.  
* [[File:Weakenedimg.png|22px]] '''Weakened:''' When Weakened, you cannot use Instant Techniques and Mount Techniques.
* [[File:Confusedimg.png|22px]] '''Confused:''' When Confused, you cannot Target the person who Confused you.
* [[File:Blindimg.png|22px]] '''Blinded:''' When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
* [[File:Markedimg.png|22px]] '''Marked:''' When Marked, you will be automatically hit on next Attack, then the Effect ends.
* [[File:Bloodyimg.png|22px]] '''Bloody:''' When Bloody, any healing you receive is reduced by 1, to a minimum of 0.  
* [[File:Threatenedimg.png|22px]] '''Warned:''' When Warned, you must choose between two negative outcomes, then the Effect ends.
* [[File:Brittleimg.png|22px]] '''Brittle:''' When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
* [[File:Guardedimg.png|22px]] '''Cursed:''' When Cursed, enemy Healers can target you, and Healing does Damage instead.
* [[File:Proneimg.png|22px]] '''Prone:''' When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect.
* [[File:Levitateimg.png|22px]] '''Fleeting:''' When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends.  
</div>
</td></tr>
</table>


==Aberrancy Types==
==Ability Types==
{| class="wikitable"
Ability Types are different ways Abilities are called or described that may affect how they interact with other Abilities. This is recommended reading for additional Ability context.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type of Aberrancy
<table style="width: 100%;">
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Detectable?
<div class = "div-col">
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mage Stone Effect
* '''Instant Technique:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Staggered.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Pure Stone Effect
* '''Passive Technique:''' An Ability that applies an effect for every following Turn, and cannot be Staggered unless specified.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Hallowed Stone Effect
* '''Counter Technique:''' an Ability that can only be used if certain conditions described are met. This cannot be Staggered.
|-
* '''Movement Technique:''' An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Staggered.
| Complete Aberrancy
* '''Stance Technique:''' An Ability to activate a Stance Ability (described above in Combat Terms). This cannot be Staggered.
| Arken, Undead
* '''Link Technique:''' An Ability that connects two users and confers some benefit to either or both. This cannot be Staggered.
| Yes
* '''Passive Power:''' An Ability that applies an effect for every following Turn, and cannot be Dispelled unless specified.
| No Effect
* '''Buff Power:''' An Ability that enhances a Target with benefits, like Proficiency/Healing/Block Tokens. Can be Dispelled.
| Abilities Disabled
* '''Instant Power:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Dispelled.  
| Spontaneous Combustion
* '''Movement Power:''' An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Dispelled.
|-
*  '''Dispel Power:''' An Ability that Dispels another Power and prevents its Effects and Damage. This cannot be Dispelled.
| Linked Aberrancy
* '''Link Power:''' An Power that connects two users and confers some benefit to either or both. This cannot be Dispelled.
| 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, Persons with Mutations
| No
| No Effect
| Abilities Disabled
| No Effect
|-
| Primal Aberrancy
| Phantasma, Archbloods, Primal Lineages, Primal Mages, Dragon Knights, Url
| No
| No Effect
| Abilities Disabled
| No Effect
|-
| Artifacts
|
| No
| No Effect
| Abilities Disabled
| No Effect
|-
| Object Curse/Illusion
|
| No
| No Effect
| No Effect
| No Effect
|-
| Ritualism
|
| No
| No Effect
| Abilities Disabled
| No Effect
|}
====Extra Notes====
*In some cases there may be additional effects besides what is listed. To be sure, always read the Lore source material instead of going off this table to explain the absolute effects. This is only here to allow different types of Aberrants to be classified with a quick overview on the effects of various substances.
*Some Special Permissions may be classified as Aberrants but not listed on the table due to their niche nature. Please contact Lore Staff for specific clarifications.


==Counter Mechanics==
</div>
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. The following Counter Mechanics exist:
</td></tr>
*'''Prevent Counter:''' A counter mechanic that completely prevents an ability or spell from being cast or activated in the first place.
</table>
*'''Cancel Counter:''' A counter mechanic that is used when an ability or spell is activated, and stops any effects from occurring. It can also be used to stop any current ongoing effects.
*'''Reflect Counter:''' A counter mechanic that will re-direct any effects from a spell or ability from themself to the caster.
*'''Transmute Counter:''' A counter mechanic that will allow the person countering to re-direct the ability to another person or area.
*'''Stagger Counter:''' A counter mechanic that interrupts all ongoing Channel Abilities and casting or utilization of other Abilities, as well as ongoing Mundane attacks and/or charges.
*'''Mage Deflect:''' A specific magic deflect roll, the rules of which are always specified when this term is used.


==Detection Mechanics==
==Status Identity==
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:
Status Identity is how a Character can be identified by specific in-Lore/OOC Terms. Status Identity does not confer moral correctness of any kind. Characters are always defined by their actions not what they are.
*'''Area:''' When detectable thing enters a wider area.
* '''Mundane:''' If you are Mundane, you have no Magic or Powers of any kind, not even God Magic. This is what Purists consider Purity.
*'''Touch:''' When touching detectable things.
* '''Purists:''' Purists are people who consider Magic or Powers evil, unless they are granted by their own specific God(s).
*'''Trigger:''' When detectable thing crosses a certain threshold or border.
* '''Attuned:''' If you are Attuned, you have Magic or Powers like God Magic,  but never from another Dimension like the Void, Ordial, or Exist. (Archon, Affinities, Faith PB's, excl Prayer).
*'''Sight:''' When detectable things can be seen with the eye, or through some lens.
* '''Magical/Occult:''' If you are Magical, you have Magic or Powers, specifically from another Dimension like the Void and Exist.  (Magic, Afflictions).
*'''Tracked:''' When someone is being followed by detection mechanic.
* '''Disguised:''' Disguised means that a Character cannot be recognized, even if they look similar. This is always only because of Abilities, and cannot be stacked on top of itself.
====Extra Notes====
* '''Hidden:''' Hidden means that any Abilities or Mechanics a Character uses cannot be recognized, and are totally unnoticeable, or "hidden." Event NPCs, especially the Imperial Palace, Arken, and Gods, ignore this status.
*If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.
* '''Important Note on Hidden Abilities''' Please remember, that while Abilities themselves may be hidden, using them to have other Characters take actions that are out of the ordinary for them, may still result in suspicion.


==Aberrancies with Abilities==
==Persuasion Rolls==
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.
This is an optional system to simulate Persuasion Dialogue. Persuasion is mostly used on Event Characters (such as for example Characters mentioned on the [[Profiles]] Page, but also other DM Event Characters), but can also be used on Players. OOC Consent is always required for a Persuasion Roll when used on Players, but if OOC consent is provided, then the player must abide by the result of the Persuasion Dice. Persuasion Rolls should be used in good faith not to make Characters do stupid things or harm themselves, but to simulate Charisma and Persuasion, which are hard to emulate in Roleplay. Persuasion Dices follow several rules:
===Silvenism===
* By default, Persuasion rolls for every Character are at least 3. This can be increased by up to 7, by adding Wisdom or Intelligence Proficiency.
Silvens or Silvenism is a term used to describe a child that is a direct descendant of an Arken, or a greater Demon or Existling of Void and Exist respectively. Silven are born in a chaotic way, usually as a product of an Arken father siring with a non-Arken mother, where the child has a strong connection with the Void or Exist. As such, Silven have a habit of producing mutations that both cause their appearance to be different, but also cause Abilities to develop. Silven are reviled in most communities, because of their unstable personalities. Arken have dominion over strong personality traits, for example, an Arken of Pride has immense pride, and the Arken of Fury loves violence. These traits are strongly inherited by the Silven which can also experience bursts of heightened emotions, and flaring abilities that they sometimes do not control. In Regalia, Silven are usually hunted down, which is difficult, because not all Silven have mutated traits that are similar. While many Silven have the traditional Void and Exist eye mutations, they are not consistent across all Silven, and some Silven can make it through life without ever having their heritage discovered. The situation is even worse among the Orcs: Any child that is suspected of being a Silven is usually murdered by the elder Orcon of the Polorc, to avoid the weakness of magic cowardice from infection the Orc population. In Kathar and Altalar societies however, Silven are seen as a blessing from the Void or from Estel, and are highly esteemed as prestigious individuals who deserve praise and respect if only for their lineage. Many of the ancient Altalar Archmages were also Silven, combining their strong Magespark connection with a Silven connection to increase their power. There exist entire Kathar cults that seek out Arken in the hopes of being blessed with a Silven child to raise as a glorious warrior or powerful leader.
* When doing a "Persuasion Check", the person attempting to persuade uses dialogue first, then Persuasion Roll, then the Target also does a Persuasion Roll.
* NPC/Event Characters/DM Characters do not do a Persuasion Roll, they have a set number (either declared on the Wiki, or hidden during Events).
* If the person attempting the Persuasion rolls equal or higher than the defender, they win. Persuasion Rolls can be used an infinite amount of times.
* Succeeding a Persuasion Roll only applies to a single attempt to sway someone of an opinion or action. Persuasion Rolls cannot be used on Gods in Summonings.
* By default, Persuasion Cap (meaning the maximum Dice Roll) is always 10. This can however be increased by outside sources and effects listed below here.
** [[Adapt Point Buy]] includes a Mind Control Pack which allows users to boost the final Dice result by +2 when used on others, which does not raise the Persuasion Cap.
** [[Adapt Point Buy]] includes a Mind Control Pack which adds +2 to every Dice Roll before results only used by Self, which raises the Persuasion Cap by +2.
** [[Hoterie Order]] members are granted a Mechanic which adds +2 to every Dice Roll before results only used by Self, which raises the Persuasion Cap by +2.
** [[Slizzar]] Always Persuasion Roll at the Persuasion Cap of 14 regardless if they have bonuses, and always gain +2 to the final result of each Dice Roll.
** [[Aelrrigan Order]], [[Viridian Order]], and [[Lothar Order]] Diplomacy Chapters gain +2 to Persuasion rolls, and raise the Persuasion Cap by +2.
** [[Archon#Phantom|Phantom Archon]] gain +2 to the final Dice result when Persuasion Dice Rolling against non-Mundane Characters, though Cap remains unchanged.  
** [[Arkenborn#Pride_Arken|Pride Arkenborn]] can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.  
** [[Godborn#Estelley_Godborn|Estelley Godborn]] can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.
** [[Arkenborn#Fury_Arken|Fury Arkenborn]] that defeat someone, gain +5 to the final Dice Result for up to 7 days after having defeated them in Combat.  
** [[Arkenborn#Happiness_Arken|Happiness Arkenborn]] that make someone laugh, gain +2 to the next Persuasion Dice and can also gain Persuasion from Dexterity.
** [[Draconism]] Faithful are allowed to Persuasion Dice against Gods, while gaining +2 to Persuasion rolls + raising the Persuasion Cap by +2 on Gods only.
** [[Fin'ullen]] have a Heritage Trait Mechanic that increases their Dice Rolls on Arken, Arkenborn, and Spirits, by +2, and also their Persuasion Cap by +2.
* Whatever combination to increase the Persuasion Cap, the Persuasion Cap can never go over 14. If additional Persuasion Cap bonuses are stacked, they do nothing.
 
==Disguise Credibility==
A character with a shapeshifting or magical disguise mechanic is able to replicate the appearance of any Affliction or Affinity. Any attempt to disguise as Knights or Guild Members  would immediately fail however, due to an official registry being kept between each organization. Characters are allowed to be suspicious of a character if they do not act in accordance with the behaviors typical of the group they're disguising as (a character refusing to drink blood whilst disguised as a Vampire, for example). It's possible in some private roleplay scenes for a character to pass off as a Knight or Guild member, but this is only if everyone in the scene grants their OOC consent.  
 
 
{{Proficiency}}
[[category:Proficiency]]

Revision as of 01:32, 26 February 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

The Ability Manual is a resource page to explain common terms, functions, and base-line rules for Ability usage. If you play D&D, this should be as familiar as a Players Handbook. An indexed list of all Abilities can be found on the Ability List Page.

Combat Roleplay

Combat Roleplay on MassiveCraft is done in two ways: System Combat, and Loose Combat. System Combat is to rules-bound interactions that make Combat Roleplay organized and reduces the risk of Power-Gaming. Everyone wants to win in Combat Roleplay, so System Combat helps assuage OOC frustration by giving everyone a fair chance. Loose Combat without Systemized Abilities and rules can be used to make Characters look cool, especially when both sides do not care about who wins, and is recommended for non-competitive settings. Loose Combat is sometimes also preferred during some Events or Private Roleplay, when the focus is more on the experience rather than the outcome. During System Combat, characters have Turns where they can use Proficiency based Ability or Attack Emote that do Damage, and everyone has a Health Pool that causes them to lose if they hit 0. Abilities are divided into Powers (always Magical) and Techniques (never Magical). MassiveCraft has a Plugin that allows Abilities to be Linked in Chat, by using (a:Ability Name) in your emote (with parenthesis). For more on System Combat, refer to the Proficiency Page.

Combat Terms

Combat Terms are Terms that are frequently used in Combat Roleplay (CRP). You will refer back to these terms often so they should be memorized. They are also crucial to know in understanding Ability Descriptions.

  • Target: A Target is always another Character/Person in a Roleplay Scene. If you can see at least half the Minecraft Character in-Game, you are able to Target the person in question.
  • Cover: Cover means your Character is protected from being Targeted, without necessarily being behind physical obstacles. Cover can only ever come from certain Abilities / is Temporary.
  • Action: Something your Character does that takes up their whole Emote (use an Ability, Attack, etc), that prevents you from using other Actions in the same Emote.
  • Reaction: Something your Character can do as an immediate reply to someone else's Emote, without needing to wait, but only sometimes taking up an Action. If an Action is taken, delay your next Action Emote.
  • Movement Abilities: Movement Abilities are specific kinds of Abilities: Movement Powers and Movement Techniques. Abilities that move you, but are not one of these two types, do not count.
  • Move: A Move is when you Walk/Run in a particular direction during a Turn. This never consumes the whole Turn, you can Move a max of 10 Blocks (Diagonal also), but, it cannot be used in the same Turn as a Movement Ability.
  • Splitting Move: When a Character Moves, they can optionally spend some of the movement, take their full Action, and then spend the rest of their movement. (ex. move 3, action, then 7) This does not work with Movement Ability.
  • Move Reaction: You cannot move through a Person. While using Move to go around a person, if you go within 2 Blocks of a Person, they get an Attack Emote (never an Ability) on you out of Turn. This Attack Emote is known as an "Opportunity Attack."
  • Attack Emote: Attack Emote means using a Turn to perform a Weapon/Magic Attack on a Target. When using an Attack Emote, you cannot also use Abilities in the same Turn unless specified.
  • Attack Stat: Attack Stat is a Number based on Proficiency used for Attack Emotes on Targets. This is determined by the Abilities and Combat Style the Player is using.
  • Defense Stat: Defense Stat is a Number based on Proficiency used for Defending against Attacks. This is determined by the Abilities and Combat Style the Player is using.
  • Block Token: A Block Token is a Resource that, if you take 2HP or more Damage from Enemy Abilities or Attacks, automatically triggers to reduce the Damage by 2HP, and then destroy the Block Token.
  • Block Rules: Block Tokens can Stack, never more than 3 per Person, don't prevent Effects (like Displaced/Status Effects), and must be tracked in Nicknames (/nick use Harry 10 HP 3 BT)
  • Armored: Whether by wearing an Armor Minecraft Skin, or using a Summon Armor Ability, this automatically grants 1 Block Token, which is automatically refreshed when Combat Ends.
  • Stagger: If you are Staggered, the Ability or Attack Emote you tried to do is interrupted, and has no effect or Damage. This never puts Abilities on Cooldown when used to interrupt.
  • Dispel: Dispel can only be used on Powers. If you are Dispelled, it means your Power (Ability) was interrupted, and no effects or Damage applies. Dispel puts Abilities on Half Cooldown.
  • Displaced: If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else, and cannot use Move during the Turn immediately after.
  • Stance Ability: A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are indefinite and cannot be Dispelled/Staggered.
  • Stance Rules: Only one Stance can be active at any time. Entering a Stance does not consume a whole Turn, but changing from one Stance into another does consume a whole Turn.
  • Link Break: Link Break is an effect that breaks all links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
  • Ability Stacking: If an Ability says it "Does Not Stack" this means that the Ability cannot be used multiple times on the same person at the same time, even by different people.
  • Line of Sight: Line of Sight, or LOS, is relevant for Ranged Attacks. Characters cannot make a Ranged Attack on someone they cannot see, or someone who they can only see a small portion of.
  • Max HP Reduction: If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.

Combat Rules

Combat Rules are loose Rules that did not fit in any other section, but dictate some niche situations or circumstances that don't happen often, yet were necessary enough to be recorded on this page. This is still recommended reading.

  • Combat Styles: When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, Changing Combat Styles (and weapons) does consume a whole Turn.
  • Duplicate Abilities: Having/Point Buying Abilities with the same name, even from different Packs, does not grant a less Cooldown, or extra uses. It is inefficient Character Creation.
  • Unwalkable Blocks: In any and all circumstances a Character cannot stand the following Blocks: Wool Blocks, Leaf Blocks, Barrier Blocks, Candles, Roots, Chains, Lanterns, Grindstones.
  • Unwalkable Places: You can Roleplay anywhere (including roofs) your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.
  • Falling Damage: Abilities can Displace Characters off of Ledges. If falling more than 6 Blocks, take 2 HP Damage, unless an Ability reduces or prevents it.
  • Identity Reveal: Having or not having Abilities, functioning or not functioning of Abilities, cannot reveal hidden traits like Afflictions or a person's Disguised Identity.
  • Water Boundary: Abilities that Displace can never force you to fall into or out of Water. If a Knock Back would force you to the water's edge, stop at the nearest land Block.
  • Prone Movement: When a Character has the Status Effect of Prone applied to them, they cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks.
  • Ability Use Conflict: If two Abilities are used at the same time, that do the same thing or a similar thing, and conflict with each other, an Ability used on Self goes first.

Status Effects

These Combat Effects stick with a Character between Turns. Some have a time limit, or require additional action. Status Effects of the same type cannot Stack. Additional Rules may be written in the Abilities themselves.

  • Trappedimg.png Trapped: When Trapped, you cannot move, but can still use Abilities and fight on spot.
  • Silencedimg.png Silenced: When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.
  • Weakenedimg.png Weakened: When Weakened, you cannot use Instant Techniques and Mount Techniques.
  • Confusedimg.png Confused: When Confused, you cannot Target the person who Confused you.
  • Blindimg.png Blinded: When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
  • Markedimg.png Marked: When Marked, you will be automatically hit on next Attack, then the Effect ends.
  • Bloodyimg.png Bloody: When Bloody, any healing you receive is reduced by 1, to a minimum of 0.
  • Threatenedimg.png Warned: When Warned, you must choose between two negative outcomes, then the Effect ends.
  • Brittleimg.png Brittle: When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
  • Guardedimg.png Cursed: When Cursed, enemy Healers can target you, and Healing does Damage instead.
  • Proneimg.png Prone: When Prone, any Attack Emote you make has its maximum result reduced by 2. Spend a turn to end the Effect.
  • Levitateimg.png Fleeting: When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends.

Ability Types

Ability Types are different ways Abilities are called or described that may affect how they interact with other Abilities. This is recommended reading for additional Ability context.

  • Instant Technique: An Ability with immediate usage and application of Ability Effects in the Turn. Can be Staggered.
  • Passive Technique: An Ability that applies an effect for every following Turn, and cannot be Staggered unless specified.
  • Counter Technique: an Ability that can only be used if certain conditions described are met. This cannot be Staggered.
  • Movement Technique: An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Staggered.
  • Stance Technique: An Ability to activate a Stance Ability (described above in Combat Terms). This cannot be Staggered.
  • Link Technique: An Ability that connects two users and confers some benefit to either or both. This cannot be Staggered.
  • Passive Power: An Ability that applies an effect for every following Turn, and cannot be Dispelled unless specified.
  • Buff Power: An Ability that enhances a Target with benefits, like Proficiency/Healing/Block Tokens. Can be Dispelled.
  • Instant Power: An Ability with immediate usage and application of Ability Effects in the Turn. Can be Dispelled.
  • Movement Power: An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Dispelled.
  • Dispel Power: An Ability that Dispels another Power and prevents its Effects and Damage. This cannot be Dispelled.
  • Link Power: An Power that connects two users and confers some benefit to either or both. This cannot be Dispelled.

Status Identity

Status Identity is how a Character can be identified by specific in-Lore/OOC Terms. Status Identity does not confer moral correctness of any kind. Characters are always defined by their actions not what they are.

  • Mundane: If you are Mundane, you have no Magic or Powers of any kind, not even God Magic. This is what Purists consider Purity.
  • Purists: Purists are people who consider Magic or Powers evil, unless they are granted by their own specific God(s).
  • Attuned: If you are Attuned, you have Magic or Powers like God Magic, but never from another Dimension like the Void, Ordial, or Exist. (Archon, Affinities, Faith PB's, excl Prayer).
  • Magical/Occult: If you are Magical, you have Magic or Powers, specifically from another Dimension like the Void and Exist. (Magic, Afflictions).
  • Disguised: Disguised means that a Character cannot be recognized, even if they look similar. This is always only because of Abilities, and cannot be stacked on top of itself.
  • Hidden: Hidden means that any Abilities or Mechanics a Character uses cannot be recognized, and are totally unnoticeable, or "hidden." Event NPCs, especially the Imperial Palace, Arken, and Gods, ignore this status.
  • Important Note on Hidden Abilities Please remember, that while Abilities themselves may be hidden, using them to have other Characters take actions that are out of the ordinary for them, may still result in suspicion.

Persuasion Rolls

This is an optional system to simulate Persuasion Dialogue. Persuasion is mostly used on Event Characters (such as for example Characters mentioned on the Profiles Page, but also other DM Event Characters), but can also be used on Players. OOC Consent is always required for a Persuasion Roll when used on Players, but if OOC consent is provided, then the player must abide by the result of the Persuasion Dice. Persuasion Rolls should be used in good faith not to make Characters do stupid things or harm themselves, but to simulate Charisma and Persuasion, which are hard to emulate in Roleplay. Persuasion Dices follow several rules:

  • By default, Persuasion rolls for every Character are at least 3. This can be increased by up to 7, by adding Wisdom or Intelligence Proficiency.
  • When doing a "Persuasion Check", the person attempting to persuade uses dialogue first, then Persuasion Roll, then the Target also does a Persuasion Roll.
  • NPC/Event Characters/DM Characters do not do a Persuasion Roll, they have a set number (either declared on the Wiki, or hidden during Events).
  • If the person attempting the Persuasion rolls equal or higher than the defender, they win. Persuasion Rolls can be used an infinite amount of times.
  • Succeeding a Persuasion Roll only applies to a single attempt to sway someone of an opinion or action. Persuasion Rolls cannot be used on Gods in Summonings.
  • By default, Persuasion Cap (meaning the maximum Dice Roll) is always 10. This can however be increased by outside sources and effects listed below here.
    • Adapt Point Buy includes a Mind Control Pack which allows users to boost the final Dice result by +2 when used on others, which does not raise the Persuasion Cap.
    • Adapt Point Buy includes a Mind Control Pack which adds +2 to every Dice Roll before results only used by Self, which raises the Persuasion Cap by +2.
    • Hoterie Order members are granted a Mechanic which adds +2 to every Dice Roll before results only used by Self, which raises the Persuasion Cap by +2.
    • Slizzar Always Persuasion Roll at the Persuasion Cap of 14 regardless if they have bonuses, and always gain +2 to the final result of each Dice Roll.
    • Aelrrigan Order, Viridian Order, and Lothar Order Diplomacy Chapters gain +2 to Persuasion rolls, and raise the Persuasion Cap by +2.
    • Phantom Archon gain +2 to the final Dice result when Persuasion Dice Rolling against non-Mundane Characters, though Cap remains unchanged.
    • Pride Arkenborn can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.
    • Estelley Godborn can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.
    • Fury Arkenborn that defeat someone, gain +5 to the final Dice Result for up to 7 days after having defeated them in Combat.
    • Happiness Arkenborn that make someone laugh, gain +2 to the next Persuasion Dice and can also gain Persuasion from Dexterity.
    • Draconism Faithful are allowed to Persuasion Dice against Gods, while gaining +2 to Persuasion rolls + raising the Persuasion Cap by +2 on Gods only.
    • Fin'ullen have a Heritage Trait Mechanic that increases their Dice Rolls on Arken, Arkenborn, and Spirits, by +2, and also their Persuasion Cap by +2.
  • Whatever combination to increase the Persuasion Cap, the Persuasion Cap can never go over 14. If additional Persuasion Cap bonuses are stacked, they do nothing.

Disguise Credibility

A character with a shapeshifting or magical disguise mechanic is able to replicate the appearance of any Affliction or Affinity. Any attempt to disguise as Knights or Guild Members would immediately fail however, due to an official registry being kept between each organization. Characters are allowed to be suspicious of a character if they do not act in accordance with the behaviors typical of the group they're disguising as (a character refusing to drink blood whilst disguised as a Vampire, for example). It's possible in some private roleplay scenes for a character to pass off as a Knight or Guild member, but this is only if everyone in the scene grants their OOC consent.