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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. Conversely, this page should always be referenced back to as a base set of rules for Abilities, and not ignored wholesale. An indexed list of all abilities can be found on the [[Ability List]] page.
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==“Abilities” on Massivecraft==
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Massivecraft uses a unique blend of free-form roleplay combat and magic, and structured mechanics, which is a broad umbrella term for what we call “Abilities.” This page is important to read, and refer back to, in conjunction with the Proficiency Page. Abilities emulate unique actions and effects similar to many Class Features found in traditional tabletop roleplaying games (such as D&D). While it is possible to roleplay on Massivecraft without engaging with the Ability system, we encourage people to try it out to get the whole experience, and a large percent of the current player base utilizes it in some shape or form.
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==Roleplay Mechanics==
| header1    = The Ability and Proficiency System
Massivecraft has two types of “Mechanics:” Abilities, and Specials. These are categorized by what we consider “Aesthetic,” which is a function that exists purely to look or be cool, and have no significant unwanted effect on another character, and “Competitive” which involves gaining an advantage or edge over another character. They are explained below:
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===Specials===
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.  
Specials are unique aspects of something, whether it be Magic, Afflictions & Affinities (ex. Vampires & Werewolves), Races, or Proficiencies. They are not always magical in nature, but sometimes just reflections of cultural traditions and skills passed down. Specials are written in short-form writing, and adhere to the following rules: Specials are almost always “Aesthetic” in nature, and will only break this rule to offer minor Stat boosts, free Proficiency Packs, or if it is a consent-based effect. Consent based effects require a player to OOCly agree for something to happen to their character. A character can have any number of Specials granted to them from many sources, but some specials will inherently conflict with others, and will list this internally when they do.
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===Abilities===
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.  
Abilities are further categorized into “Mundane Techniques” and “Powers.” These are both Abilities, but are distinct from each other so that if something mentions “Powers” it will only interact with Powers, but if something mentions “Abilities,” it interacts with both.  Mundane Techniques are strictly non-magical feats of martial prowess and skill. Powers are always magical in nature, and can be granted by Gods, Spirits, other supernatural figures, or just by deciding to learn magic in a traditional wizard fashion. Powers have a number of extra rules attached to them, which are explained below in the “Ability Powers” section. Abilities are always “Competitive” in nature, and involve attacking someone, moving someone around, cursing someone with negative effects, or anything that one would expect to be used in combat. A character can have any number of Abilities, but there is generally a soft-cap of about 18-20, as characters are limited to 14 Proficiency Points max, which are used to purchase Abilities, and can only gain about 4-5 extra from their Race or Affliction. Abilities are always listed in special wiki-boxes, which are easy to identify on a page at a first glance. Abilities can also be further altered by a “Modifier,” which is something not all Abilities have, but exist to change their function. Modifiers are not optional, and always apply when they exist. Abilities can always be quickly referenced on the Ability List, which can be found on the Wiki, and in-game in a pinch.
==Terminology==
This is a set of unique terms Massivecraft uses within Abilities & Specials, that have unique rules and meaning, outlined here.
*'''Main Combat Stat:''' A character’s highest Proficiency that they use for Combat, such as Strength, Magic, or Dexterity. Main Combat Stat is typically dependent on the weapon being used, and changes depending on how the character is fighting.
*'''Commutable Point Buy:''' Commutable Point Buy is a set of points usually granted by [[Afflictions]] that can spent on a set number of Proficiencies to gain Packs from them. Commutable points never contribute to a Character's stats, but conversely do not count as a part of a Stat's cap, meaning they can be spent to "exceed" it. They also do not contribute to special rules that require someone to have purchased a pack or number of packs. They just exist as an extra "boost" for certain kinds of characters.
*'''Block Token:''' A Block Token is a specific resource a Character can gain from Abilities. A character can have any number of block token active, and can choose to use them to negate the damage from an Ability or Attack at the rate of one token to one Ability/Attack. This does not prevent any extra effects from occurring, but only protects them from harm. A Player is expected to keep track of their Character’s Block Token, and designate it in their /nick with (Name) (Number)BT
*'''Disguised:''' If a character does not have an Ability or Special that designates them as “Disguised,” they can be identified by others by their voice, mannerisms, etc. A character must have one of these Mechanics to be considered appropriately disguised, but these mechanics cannot be used at the same time. Disguises do not hide unique identifiers or tells, such as from Afflictions, unless specifically stated.
*'''Exorcism:''' Exorcism is a prolonged ritual that removes certain effects, which will usually say “cleansed by an Exorcism.” It requires the target to be either willing, or fully restrained, and takes 10 OOC minutes to complete without interruption. Exorcisms do not target one specific effect, they will cleanse any and all applicable Debuffs or effects on the target (even positive ones).
*'''Stagger / Staggered:''' If a character is Staggered, all of their active Ability usage and attacks are interrupted, and no effects or damage take place. Staggers do not put any Abilities on Cooldown.
*'''Displacement / Displaced:''' When a character is forcibly moved from where they are currently standing, or if they are physically displaced against their will, such as knock backs, knock downs, knock overs, pushes, etc.
*'''Mundane Cover:''' An Ability that creates a non-magical cover or protection for the user, which protects them from different things depending on the Ability they gained it from.
*'''Cleanse:''' An Ability that removes one or more Debuffs from a character, immediately ending any negative effects they impart.
*'''Countered:''' If a characters’ Ability is Countered, the Ability is interrupted, and no damage or effects from the Ability take place.
*'''OOC Consent:''' If an Ability or Special mentions OOC Consent, this is strictly something that can only be used if the player it is being used on consents whole-heartedly to its usage. They are not obligated to say yes, and attempting to coerce or convince someone to say yes after the fact can be considered harassment. OOC Consent can be revoked at any time, and is not a  permanent agreement.
*'''Debuffs & Curses:''' Negative Effects have two distinct classifications, specified in the ability that applies them. Debuffs are the most common negative effect, imparting some detriment until they are removed, or expire. Curses are a rarer type of Debuff, as they cannot be cleansed or removed by any means, except their own. Curses will always describe how to remove them, and when they naturally expire on their own.
**'''Rooted/Trapped:''' A character who is rooted or trapped cannot move. They can still fight, use Abilities, and defend themselves.
**'''Dazed:''' A character who is Dazed cannot use any Abilities for the duration of the Daze.
**'''Silenced:''' A character who is Silenced cannot use any Powers for the duration of the Silence.
**'''Weakened:''' A character who is Weakened cannot use any Mundane Techniques for the duration of the Weaken.
**'''Stun:''' A character who is Stunned cannot do anything: move, fight, use Abilities, or even speak.
**'''Confused:''' A character who is Confused specifically cannot target the person who Confused them with Powers for the duration of the Confusion.
**'''Blinded:''' A character who is Blinded cannot target anyone else with Abilities or Attacks, but can still defend and target themselves.
**'''Brittle:''' A character who is Brittle has unique things happen to them depending on what is used on them while they are Brittle. Brittle is a debuff that does not stack. When a person with Brittle takes damage from a Basic Attack, Brittle is removed and a second point of damage is taken. Some Abilities have additional effects when used on Brittled targets, also removing Brittle when used. Once Brittle is removed, it can be applied again, but a Basic Attack cannot trigger it for 10 minutes (Abilities still can).


==Rules==
==Combat Roleplay==
This is a set of rules that applies to Abilities & Specials, and are always applicable to an Ability, Special, or both.
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.  
*If an Ability or Special offers a numerical bonus (+1, +2, etc) to a specific Proficiency Stat, this never confers an additional Point-Buy Pack. This Stat Boost is relevant for other Abilities that might require a stat threshold, or in the case of fair-use Stat comparison between players.
==Combat Terms==
*If an Ability or Special offers a numerical bonus to a specific Proficiency Stat, this never exceeds the maximum cap of that Proficiency, unless the Ability or Special specifically says that it breaks or exceeds the cap, or if the Character has another Ability or Special that increases their cap.  
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.
*If an Ability or Special mentions that it "only works in Progressions," it means that it cannot be used on-server in RP, and can only be used in forum Progressions, which are explained here. *If an Ability or Special mentions that it "only works in Regalia," it means that it cannot be used in forum progressions, and can only be used on-server in RP.
* '''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.  
*A character can only use one Ability per emote when engaging in Combat Roleplay, unless that Ability specifically mentions it can be used in conjunction with another. This exists to encourage fairness and streamline combat, treating each emote as a “turn.”
* '''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.
*If an Ability or Special involves some sort of leap, jump, or movement, this movement is always strictly horizontal and can never be used vertically. This has some leniency if there is a minor elevation change, but otherwise leaps cannot be used to travel up or down, unless it specifically mentions otherwise, in which case limitations will be given within the description.
* '''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.
===Mundane Techniques===
* '''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.
Mundane Techniques are inherently mundane in nature. They can be easily explained as your character just being able to perform a certain task or skill, and aren’t seen as Occult. If a character is Occult in some way however, they can apply magical aesthetics of their choice to Mundane Techniques, but this does not change how they work mechanically. Mundane Techniques can be either passive effects, or active abilities, typically specified in their description.
* '''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.
===Ability Powers===
* '''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 (But not diagonally), but, it cannot be used in the same Turn as a Movement Ability.
Ability Powers are varied and magical in nature, and thus have extra rules attached to them. Below is a list of those rules, and an explanation of the unique aspects of each type of Power.
* '''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.
Powers have two aspects to them, their type, and Dimension. Power types distinguish how they work, and also how they interact with other Powers and Abilities. Dimension is a specific classification that determines what magical plane the Power is drawing from. When a Power is gained or used, it always has one of the following Dimensions attached to it: Primal, Ordial, Void, or Exist. This is determined by where a character gained that power from. For example, if a character gained an “Instant Power” from being a Vampire, because Vampires are always Void, that Power would be a “Void Instant Power.” This aspect is only relevant when Abilities mention that they only interact with certain Dimensions.
* '''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 without using an Action. This Attack Emote is known as an "Opportunity Attack."
{| class="wikitable"
* '''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.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
* '''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="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
* '''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.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
* '''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)
| style="background-color:#efefef;" | Passive Power
* '''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.
| A Power that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user.
* '''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.  
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers in an area.}}
* '''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.
| style="background-color:#efefef;" | Toggle Power
* '''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.
| A Power that can be toggled on and off at will, but is otherwise permanently active when on.
* '''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;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers in an area.}}
* '''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.
| style="background-color:#efefef;" | Control Power
* '''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.
| A Power that forces some manner of control over the actions or intentions or thoughts of its target.
* '''Max HP Reduction:''' If an Ability would reduce a Character's maximum HP, their Current HP would also be reduced by the same amount.
| style="text-align: center;" | Yes
 
|-
==Combat Rules==
| style="background-color:#efefef;" | Summon Power
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.
| A Power that summons or creates something out of nothing, such as weapons or armor.
* '''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.
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only via preventing its usage. If something is summoned, it can generally not be un-summoned except by specific mechanics.}}
* '''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.
| style="background-color:#efefef;" | Buff Power
* '''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.
| A Power that enhances the user or target with some benefit.
* '''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.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''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.  
| style="background-color:#efefef;" | Instant Power
* '''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.
| A Power that immediately imparts some effect.
* '''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.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
 
|-
==Status Effects==
| style="background-color:#efefef;" | Skill Power
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.
| A Power that confers bonus Proficiencies, or alters, enhances, or reduces current Proficiencies.
<table style="width: 100%;">
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
|-
<div class = "div-col">
| style="background-color:#efefef;" | Healing Power
* [[File:Trappedimg.png|22px]] '''Trapped:''' When Trapped, you cannot move, but can still use Abilities and fight on spot.
| A Power that heals the user, or others.
* [[File:Silencedimg.png|22px]] '''Silenced:''' When Silenced, you cannot use Powers. Dispel & Passive Powers are unaffected.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* [[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.
| style="background-color:#efefef;" | Morph Power
* [[File:Blindimg.png|22px]] '''Blinded:''' When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
| A Power that temporarily or permanently alters a certain part (or all) of the User's body, granting them extra capabilities with it.
* [[File:Markedimg.png|22px]] '''Marked:''' When Marked, you will be automatically hit on next Attack, then the Effect ends.
| style="text-align: center;" | {{#simple-tooltip: Conditional | Only via preventing its usage, if possible.}}
* [[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.
| style="background-color:#efefef;" | Vehicle Power
* [[File:Brittleimg.png|22px]] '''Brittle:''' When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
| A Power that only activates when the user is inside of something.
* [[File:Guardedimg.png|22px]] '''Cursed:''' When Cursed, enemy Healers can target you, and Healing does Damage instead.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* [[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.
| style="background-color:#efefef;" | Movement Power
</div>
| A Power that alters the user's movement in some way, or acts as a specific form of movement itself.
</td></tr>
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
</table>
|-
 
| style="background-color:#efefef;" | Counter Power
==Ability Types==
| A Power that explicitly counters another Ability or effect. Counter Powers cannot be used on Counter Powers.
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;" | {{#simple-tooltip: Conditional | Only by Mechanics that completely disable all Magic or Powers in an area.}}
<table style="width: 100%;">
|-
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
| style="background-color:#efefef;" | Link Power
<div class = "div-col">
| A  two way connection between a user and a target. A single character can be a part of many different link powers. If targeted with an Ability that breaks Link Powers, all links on a target (including ones they are casting)  are broken for that specific character. If the user is knocked out, or leaves Emote Range, a Link Power also breaks.
* '''Instant Technique:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Staggered.
| style="text-align: center;" | {{#simple-tooltip: Yes | N/A }}
* '''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.
 
</div>
</td></tr>
</table>
 
==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.
* '''Monstrous Transformation:''' A Monstrous Transformation is a specific kind of Shift/Appearance that Characters take on, that make them look notably inhuman and scary. This matters for certain Mechanics and Abiliites.
* '''Statuses with Monstrous Transformations:''' [[Marken]], [[Vampire]], [[Godborn]], [[Arkenborn]], [[Solvaan]], [[Isldar]], [[Mystech]], and some Custom Kits.
 
==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.
** [[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]]

Latest revision as of 01:13, 16 April 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 (But not diagonally), 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 without using an Action. 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.
  • Monstrous Transformation: A Monstrous Transformation is a specific kind of Shift/Appearance that Characters take on, that make them look notably inhuman and scary. This matters for certain Mechanics and Abiliites.
  • Statuses with Monstrous Transformations: Marken, Vampire, Godborn, Arkenborn, Solvaan, Isldar, Mystech, and some Custom Kits.

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.