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Progression Traits if a non-[[Proficiency]] costing buying addition that helps the DM of written Forum Progressions understand what a Character should excel at in Progressions, while also making a fair balance that means no single Character can do everything. The Proficiency system is great and well balanced for live-server rp, but it doesn't work for the intangible progressions that get written on the forums. Inversely, Proficiencies that add benefits into Progressions would normally just feel like a point tax that is required to participate, which is generally a bad ideology to base a Character concept on. As such, the Progression Traits don't cost anything, and everyone has access to the same means to advance. There are still some rules associated to Progression Traits however, fully explained on this page. The Ethos behind this system is that in an ideal world, every Progression requires at least 5 Characters signed up, who all fulfill a specific function that adds value to their team as a whole. In an ideal scenario, each Character would excel at one thing, and maybe be okay at one other thing, so that a more complex network of need arises between players, putting some traits more in demand for certain missions.  
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#5ceb9d; width: 21%;" | Dead Shell 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Dead Shell 1 | The Character is inhabiting a corpse which is able to be in any state of decay from entirely skeletal to freshly-dead, though it can only decay further over time and never be restored and is always recognizable as being a dead cadaver. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They have a dulled sense of physical pain, though cannot ignore the actual debilitation that being tangibly wounded results in. They cannot utilize Racial Abilities, have Sorcery, use Clockwork or be infected by Afflictions. The character can only be killed through complete destruction of the head (or other mechanics that specifically target Undead or Ordial Afflicted), and can be freely maimed.
}}
|-
| style="background-color:#5ceb9d;" | Undead Mend 1
| Trigger Passive
| Self
| Grants the user {{#simple-tooltip: Undead Mend 1 | While out of combat, the character can physically consume the flesh of either living or dead people or animals in order to heal their body up to the original point of their decay as an Undead. They must eat for ten minutes to restore wounds and surface level damage to the flesh, and must eat for an hour to repair any maims inflicted upon them. Severed pieces do not have to be recovered, and any regenerated flesh will appear as if it was the original piece of their body.
}}
|-
| style="background-color:#5ceb9d;" | Rotting Bite 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip: Rotting Bite 1  | The Character can bite another person. If their teeth hit exposed flesh, they inflict the victim with a rapidly-spreading magical malady that reduces their Physical Stat by 10 for the next hour. This ability has a four hour cooldown.  
}}
|-
| style="background-color:#5ceb9d;" | Magic Sight 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Magic Sight 3 | The user is Immune to Ability or Mundane based Darkness (not Blindness) and also has Night Vision, giving them perfect sight at night and in dark places. This Ability can be toggled on and off.
}}
|-
|}


==Progression Traits Basics==
At a core concept, Progression Traits allow all Characters to have exactly 3 Trait Points to spend, and a large list of Traits to choose from, each of which serves some kind of function. On top of that, each Trait itself has 3 "Levels", which dictate the individual skill of the Character in that particular Trait. Because 3 Trait Points are given, they can be spent in whatever way the player likes. For example, the player may put all 3 Trait Points onto a single Trait, thus achieving Level 3 in this Trait. They may alternatively also spend 2 Points in one Trait, and 1 Point in another, thus acquiring Level 2 and Level 1 in those Traits respectively. The only thing that is not permitted, is spreading 3 Trait Points over 3 Traits, to get 3 times Level 1 Traits. Trait Points may only be spread over a maximum of two Traits. Additionally, some Traits are already pre-defined depending on Proficiency spending. For example, Proficiency Points are well balanced for CRP/server-rp, but they also dictate the "Warrior" Trait in the Progression Traits. This means, for example, that if a Character has at least 5 or more Proficiency Points invested into any Combat Proficiencies (put together), then they are forced to take Warrior Level 1 as a Trait. This extends to some other Proficiencies as well such as Medical Training and even Point-Buy systems like sorcery and Alchemy, and this is really where the complication with Trait Points comes into play. A guide below will tackle the concept of Forced Traits, followed by an explanation of all the Traits that can otherwise be chosen from.
==Forced Traits==
As explained above, certain Proficiency allocations may force a Character to have specific Traits. This is to ensure that Characters don't become overstocked with skills and become a Mary Sue, but also so that in-rp usable skills and Proficiencies also have some bearing on Progressions. Additionally, some Special Permissions force certain traits as well, purely by the nature of their existence. Each case of Forced Traits will be explained below:
* '''Proficiency based Forced Traits'''
** '''Combat Proficiencies''' summarized together force the Warrior Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
** '''Medical Training + Alchemy''' summarized together forces the Support Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
** '''Roguery''' Proficiency Points invested forces the Rogue Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
** '''Sorcery''' Proficiency Points invested forces the Sorcerer Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
* '''Special Permission based Forced Traits'''
** '''Mage Permissions''' automatically force the Mage Trait at Level 2.
** '''Faith Manifest''' '''Permissions''' automatically force the Holy Trait Level 1.
** '''Clergy or Priest''' Characters automatically force the Holy Trait Level 2.
** '''Knight Characters''' automatically force 1 Level for every rank of Knighthood up to Level 3 for Paladin.


construct
Due to the sheer amount of Proficiency Points that can be spent, most Characters may already have Traits based on Forced Trait requirements that exceed the maximum of 3 Traits assigned. In any and all circumstances, all Characters may only ever have 3 Levels of Trait Points to spend, even when they are forced into them. As such, additional rules are put in place that determine the seniority of Forced Traits. Firstly, In any and all circumstances, Permissions take precedence. Even if a Mage Permission holder is forced to adopt Warrior Level 3 due to Combat Proficiencies, they must prioritize the Mage Trait with their Trait Points, and assign 2 Trait Points to Mage. After Permission forced Levels are assigned, the next up highest Proficiency Trait Forced passes into the final Trait Point. Secondly, Investing Sorcery Points as a Mage causes a more unique circumstance to occur. If a Mage has 10 or more Proficiency Points invested in Sorcery, they are forced to put all 3 Trait Points into reaching Mage Level 3. Finally, In any other cases, the highest amount of Proficiency Points invested always dictates the final Trait allocation. For example, even if a Character has 20 Points invested in Combat forcing Level 3 Warrior, and 18 Points invested in Rogue Packs forcing Level 2 Rogue, only 3 actual Levels can be granted. In such cases, since 20 Points is more than 18, the Combat Proficiency is prioritized, thus the Character becomes Warrior Level 3 and has no Levels in Rogue.
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#5ceb9d; width: 21%;" | Dead Shell 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Dead Shell 2 | The Character is inhabiting a possessed, inorganic vessel. They are always treated as if their whole body is composed of plate armor no matter the material they are made of, but due to their hollow nature they are more vulnerable to blunt force trauma. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They have a dulled sense of physical pain, though cannot ignore the actual debilitation that being tangibly wounded results in. They cannot utilize Racial Abilities, have Sorcery, use Clockwork or be infected by Afflictions. The character can only be killed through complete destruction of the head (or other mechanics that specifically target Undead or Ordial Afflicted), and can be freely maimed.
}}
|-
| style="background-color:#5ceb9d;" | Undead Mend 2
| Trigger Passive
| Self
| Grants the user {{#simple-tooltip:  Undead Mend 2 | While out of combat, the character can enter a state of self-repair by replacing any lost parts and restoring damage done to their vessel with scraps of whatever material they are composed of. They must spend 10 minutes grafting material on to repair simple injuries, and must spend an hour replacing maimed parts. Severed pieces do not have to be recovered, and any replaced parts will appear as if they were original portions of their vessel.
}}
|-
| style="background-color:#5ceb9d;" | Super Self 4
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Super Self 4 | The Character is immune to any Alchemy, Mundane Techniques or Abilities that would cause a loss or gain, change, exchange or transferal of Proficiency Points or Physical Stat, both positively and negatively.
}}
|-
| style="background-color:#5ceb9d;" | Magic Sight 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Magic Sight 3 | The user is Immune to Ability or Mundane based Darkness (not Blindness) and also has Night Vision, giving them perfect sight at night and in dark places. This Ability can be toggled on and off.
}}
|-
|}


 
==Trait List==
ghost
* '''Warrior:''' Warriors are the bread and butter of protection and weapons in Progressions. They do all the fighting and are usually required for protection.
{| class="wikitable" style="width: 670px;"
* '''Support:''' Support are the foundation for most missions involving Warriors, as they preserve them, but can also provide more unique utilitarian functions in a bind.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
* '''Sorcerer:''' Sorcerers can solve and deal with more magically inclined situations, such as understanding and unbinding enchantments and use Magic in combat.
! Ability Name
* '''Mage:''' Mages are an upgraded form of Sorcerers, that can tackle larger and more dangerous Magical situations while also using considerable Magical power.
! Ability Type
* '''Holy:''' Holy are the clergy, clerics and priests, who can decipher religious lore and usually appeal to their faith for answers and help in Progressions.
! Ability Range
* '''Knight:''' Knights are an upgraded form of Warrior, that includes a small amount of Diplomat and can appeal to some Knight resources and contacts.
! Ability Description
* '''Rogue:''' Rogues can perform any action of subterfuge from theft, sabotage, counterfeiting, abduction, and even assassination of foreign entities.
|-
* '''Diplomat:''' Diplomats can speak the language of diffusion and international court, extracting more information and having contacts far and wide.
| style="background-color:#5ceb9d; width: 21%;" | Dead Shell 3
* '''Admiral:''' Admirals lead fleets or individual ships as battle captains, dictating their skill at determining outcomes at sea.
| Constant Passive
* '''General:''' Generals lead armies or smaller battalions as commanders, dictating their skill at determining outcomes at land.  
| Self
* '''Sage:''' Sages are the intellectuals who just know a lot about the non-Magic world, whether it be ruins or history, to gain an edge in foreign lands.
| Grants the user {{#simple-tooltip: Dead Shell 3 | The Character possesses an incorporeal form which can only interact with the physical world through non-combative touch. They can interact with objects and touch people, but lack the strength or ability at all to harm people with physical contact or throw objects at them. They cannot be harmed by mundane physical attacks, but can still be affected by Abilities and affect others with them. The character does not have to breathe, does not need to eat or drink, does not require sleep and is immune to Gas, Toxins, ingested Alchemical Substances and Diseases. They cannot utilize Racial Abilities, have Sorcery, use Clockwork  or be infected by Afflictions. The character can only be killed by using Exorcism 4 on them (which causes them to be locked into place throughout the duration of the ritual and unable to use Abilities) or three successive shots from a Puretek weapon fired into them (or other mechanics that specifically target Undead or Ordial Afflicted).
}}
|-
| style="background-color:#5ceb9d;" | Haunting 1
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Haunting 1 | The Character can touch another person, and establish complete Control over their actions and thoughts by entering their body and possessing them. After Direct Touch, they force themselves inside of their body and create a Control Power link with the Target that allows them physical control over every aspect of their actions. While possessed, the target’s eyes take on an unnatural spectral green glow. This Ability does not allow the user to change the thought process or ideas of the target and just grants them control of their body and speech which can be loosened or tightened as much as the character desires. They cannot use any of the target’s Abilities besides their Racial Abilities while possessing them. This Ability can be broken by the user at any time or removed from the target with any Possession removal or Exorcism mechanic or Ability, causing them to immediately eject from their body. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 3 days.
}}
|-
| style="background-color:#5ceb9d;" | Arcane Mastery 1
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip:  Arcane Mastery 1 | The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
}}
|-
| style="background-color:#5ceb9d;" | Darkness 4
| Magic Spell
| 10 Blocks
| Grants the user {{#simple-tooltip: Darkness 4 | The user can cast this spell at a target area they can see within 10 blocks of them. Their body is enveloped in shadows, and they immediately teleport to the chosen location. The user cannot carry anyone else with them when using this Ability, and only objects that fit on their person travel with them. This Ability can be used to teleport horizontally, diagonally, or vertically as long as it is still within the 10 blocks range, and as long as the target area is a flat surface the user can stand on. This Ability can only be used once every 3 hours.
}}
|-
| style="background-color:#5ceb9d;" | Magic Sight 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip:  Magic Sight 3 | The user is Immune to Ability or Mundane based Darkness (not Blindness) and also has Night Vision, giving them perfect sight at night and in dark places. This Ability can be toggled on and off.
}}
|-
|}

Revision as of 01:29, 8 November 2021

Progression Traits if a non-Proficiency costing buying addition that helps the DM of written Forum Progressions understand what a Character should excel at in Progressions, while also making a fair balance that means no single Character can do everything. The Proficiency system is great and well balanced for live-server rp, but it doesn't work for the intangible progressions that get written on the forums. Inversely, Proficiencies that add benefits into Progressions would normally just feel like a point tax that is required to participate, which is generally a bad ideology to base a Character concept on. As such, the Progression Traits don't cost anything, and everyone has access to the same means to advance. There are still some rules associated to Progression Traits however, fully explained on this page. The Ethos behind this system is that in an ideal world, every Progression requires at least 5 Characters signed up, who all fulfill a specific function that adds value to their team as a whole. In an ideal scenario, each Character would excel at one thing, and maybe be okay at one other thing, so that a more complex network of need arises between players, putting some traits more in demand for certain missions.

Progression Traits Basics

At a core concept, Progression Traits allow all Characters to have exactly 3 Trait Points to spend, and a large list of Traits to choose from, each of which serves some kind of function. On top of that, each Trait itself has 3 "Levels", which dictate the individual skill of the Character in that particular Trait. Because 3 Trait Points are given, they can be spent in whatever way the player likes. For example, the player may put all 3 Trait Points onto a single Trait, thus achieving Level 3 in this Trait. They may alternatively also spend 2 Points in one Trait, and 1 Point in another, thus acquiring Level 2 and Level 1 in those Traits respectively. The only thing that is not permitted, is spreading 3 Trait Points over 3 Traits, to get 3 times Level 1 Traits. Trait Points may only be spread over a maximum of two Traits. Additionally, some Traits are already pre-defined depending on Proficiency spending. For example, Proficiency Points are well balanced for CRP/server-rp, but they also dictate the "Warrior" Trait in the Progression Traits. This means, for example, that if a Character has at least 5 or more Proficiency Points invested into any Combat Proficiencies (put together), then they are forced to take Warrior Level 1 as a Trait. This extends to some other Proficiencies as well such as Medical Training and even Point-Buy systems like sorcery and Alchemy, and this is really where the complication with Trait Points comes into play. A guide below will tackle the concept of Forced Traits, followed by an explanation of all the Traits that can otherwise be chosen from.

Forced Traits

As explained above, certain Proficiency allocations may force a Character to have specific Traits. This is to ensure that Characters don't become overstocked with skills and become a Mary Sue, but also so that in-rp usable skills and Proficiencies also have some bearing on Progressions. Additionally, some Special Permissions force certain traits as well, purely by the nature of their existence. Each case of Forced Traits will be explained below:

  • Proficiency based Forced Traits
    • Combat Proficiencies summarized together force the Warrior Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
    • Medical Training + Alchemy summarized together forces the Support Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
    • Roguery Proficiency Points invested forces the Rogue Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
    • Sorcery Proficiency Points invested forces the Sorcerer Trait. This is 5 or more Proficiency Points for Level 1, 10 or more for Level 2, and 15 or more invested for Level 3.
  • Special Permission based Forced Traits
    • Mage Permissions automatically force the Mage Trait at Level 2.
    • Faith Manifest Permissions automatically force the Holy Trait Level 1.
    • Clergy or Priest Characters automatically force the Holy Trait Level 2.
    • Knight Characters automatically force 1 Level for every rank of Knighthood up to Level 3 for Paladin.

Due to the sheer amount of Proficiency Points that can be spent, most Characters may already have Traits based on Forced Trait requirements that exceed the maximum of 3 Traits assigned. In any and all circumstances, all Characters may only ever have 3 Levels of Trait Points to spend, even when they are forced into them. As such, additional rules are put in place that determine the seniority of Forced Traits. Firstly, In any and all circumstances, Permissions take precedence. Even if a Mage Permission holder is forced to adopt Warrior Level 3 due to Combat Proficiencies, they must prioritize the Mage Trait with their Trait Points, and assign 2 Trait Points to Mage. After Permission forced Levels are assigned, the next up highest Proficiency Trait Forced passes into the final Trait Point. Secondly, Investing Sorcery Points as a Mage causes a more unique circumstance to occur. If a Mage has 10 or more Proficiency Points invested in Sorcery, they are forced to put all 3 Trait Points into reaching Mage Level 3. Finally, In any other cases, the highest amount of Proficiency Points invested always dictates the final Trait allocation. For example, even if a Character has 20 Points invested in Combat forcing Level 3 Warrior, and 18 Points invested in Rogue Packs forcing Level 2 Rogue, only 3 actual Levels can be granted. In such cases, since 20 Points is more than 18, the Combat Proficiency is prioritized, thus the Character becomes Warrior Level 3 and has no Levels in Rogue.

Trait List

  • Warrior: Warriors are the bread and butter of protection and weapons in Progressions. They do all the fighting and are usually required for protection.
  • Support: Support are the foundation for most missions involving Warriors, as they preserve them, but can also provide more unique utilitarian functions in a bind.
  • Sorcerer: Sorcerers can solve and deal with more magically inclined situations, such as understanding and unbinding enchantments and use Magic in combat.
  • Mage: Mages are an upgraded form of Sorcerers, that can tackle larger and more dangerous Magical situations while also using considerable Magical power.
  • Holy: Holy are the clergy, clerics and priests, who can decipher religious lore and usually appeal to their faith for answers and help in Progressions.
  • Knight: Knights are an upgraded form of Warrior, that includes a small amount of Diplomat and can appeal to some Knight resources and contacts.
  • Rogue: Rogues can perform any action of subterfuge from theft, sabotage, counterfeiting, abduction, and even assassination of foreign entities.
  • Diplomat: Diplomats can speak the language of diffusion and international court, extracting more information and having contacts far and wide.
  • Admiral: Admirals lead fleets or individual ships as battle captains, dictating their skill at determining outcomes at sea.
  • General: Generals lead armies or smaller battalions as commanders, dictating their skill at determining outcomes at land.
  • Sage: Sages are the intellectuals who just know a lot about the non-Magic world, whether it be ruins or history, to gain an edge in foreign lands.