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Progression Talents are a system that helps the DM of written Forum Progressions understand what a Character should excel at in Progressions, while also keeping a fair balance. The Proficiency system is well balanced for live-server rp, but it doesn't work for intangible Forum progressions. Inversely, Proficiencies that add Progression benefits would become a point tax that is required to participate, which leads to bad Character design. As such, Progression Talents don't cost anything, and everyone has access to the same options. There are still some associated rules however, which are fully explained on this page. The ethos behind this system is that in an ideal world, every Progression requires at least 5 Characters, who all fulfill a specific function that adds value to their team as a whole. 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 different Talents in demand for different missions. While it is not mandatory, you can cross-reference Talents with [[List of Major Academies]] to incorporate formal schooling into your Character’s backstory.  
Choose 3 Abilities from the Ability Pool.  
Abilities can only be taken Once.
Once chosen, Abilities cannot be changed, and must be listed on the Character Application.


==Progression Talents Basics==
As a core concept, Progression Talents allow all Characters to have exactly 3 Talent Points to spend, and a large list of Talents to choose from, each of which serves some kind of function. Each Talent has 3 "Levels", which dictate the skill of the Character in that particular Talent. Because 3 Talent Points are given, they can be spent in whatever way the player likes. For example, the player may put all 3 Talent Points into a single Talent. They may alternatively spend 2 Points in one Talent, and 1 Point in another. The only thing that is not permitted is spreading 3 Talent Points over 3 Talents, to get 3 Level 1 Talents. Additionally, some Talents are locked in by a Character’s Proficiencies or Special Permissions. For example, Combat Points are used for ingame CRP, but they also force investment in the "Warrior" Talent. This means, for example, that if a Character has at least 5 or more total Proficiency Points invested into Combat Proficiencies, then they are forced to take Warrior Level 1 as a Talent. This extends to some other Proficiencies such as Medical Training and also Point-Buy systems like Sorcery and Alchemy. The guide below will tackle the concept of Forced Talents, followed by an explanation of all the Talents that can otherwise be chosen from.
==Forced Talents==
As explained above, certain Proficiency allocations may force a Character to have specific Talents. This is to ensure that Characters don't become overstocked with skills and become a Mary Sue, but also so that on-server skills and Proficiencies have some bearing on Progressions. Some Special Permissions force certain Talents as well. However, only 2 Talent Levels can be forced, the 3rd is always left free. If only 1 Talent has been forced, then the 3rd can go anywhere, but if 2 different Talents have been forced, then it can only go into one of them. Each case of Forced Talents is explained below:
* '''Proficiency based Forced Talents'''
** '''Combat Proficiencies''' totaled force the Warrior Talent. This is 5 or more Proficiency Points for Level 1, and 10 or more for Level 2.
** '''Medical Training + Alchemy''' totaled forces the Support Talent. This is 5 or more Proficiency Points for Level 1, and 10 or more for Level 2.
** '''Roguery''' Proficiency Points invested force the Rogue Talent. This is 5 or more Proficiency Points for Level 1, and 10 or more for Level 2.
** '''Sorcery''' Proficiency Points invested force the Sorcerer Talent. This is 5 or more Proficiency Points for Level 1, and 10 or more for Level 2.
** '''Engineering''' Proficiency Points invested force the Engineer Talent. This is 5 or more Proficiency Points for Level 1, and 10 or more for Level 2.
* '''Special Permission based Forced Talents'''
** '''Mage Permissions'''  force Level 2 in the Mage Talent, but can be optionally increased to 3.
** '''Faith Manifest or Priest/Cleric Permissions''' forces Level 1 in the Faith Talent, but can be optionally increased to 3.
** '''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 Forced Talents that exceed the maximum of 3. Even when forced into them, all Characters may only ever have 3 Levels of Talent Points to spend. There are additional rules that determine the seniority of Forced Talents. Permissions take precedence. Even if a Mage Permission holder is forced to adopt Warrior Level 2 due to Combat Proficiencies, they must prioritize the Mage Talent, and assign 2 Talent Points to Mage instead. In any other cases, the highest amount of Proficiency Points invested always dictates Talent allocation. For example, even if a Character has 15 Points invested in Combat forcing Level 2 Warrior, and 12 Points invested in Rogue Packs forcing Level 2 Rogue, only 2 Levels can be forced. In this case, since 15 Points is more than 12, the Combat Proficiency is prioritized, thus the Character becomes Warrior Level 2 and is left with 1 Level free that can be put into either Warrior or Rogue. Some Players may have Special Permissions that feel like they should force multiple Talents, for example, some Villiers should be Faith and Knight, even though Knight has the potential to occupy all Talent Levels. In those cases where players cannot figure out what they should use, it is recommended to make a Ticket on the RP Community Discord to discuss with Lore Staff what the correct spread should be.  
{| class="wikitable" style="width: 670px;"
 
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
==Talent List==
! Ability Name
* '''Warrior:''' Warriors are the bread and butter of protection and weapons in Progressions. They do all the fighting and are usually required for protection.
! Ability Type
* '''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.  
! Ability Range
* '''Sorcerer:''' Sorcerers can solve and deal with more magically inclined situations, such as understanding and unbinding enchantments and use Magic in combat.
! 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:#e6eaff;" | Spirit Familiar 1
* '''Admiral:''' Admirals lead fleets or individual ships as battle captains, dictating their skill at determining outcomes at sea.
| Toggle 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: Spirit Familiar 1 | The user must choose an animal from the Animals Page (barring Magus or Dragon) species. This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Cahal, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack. If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
* '''Engineer:''' Engineers bring contraptions and machines and hacky solutions to problems in the field through the use of technology, with limited combat uses.
}}
'''The following Talents exist, but cannot be invested in, because they rely on Special Permissions. They also have special rules that are defined in the Forced Talents above.'''
|-
* '''Mage:''' Mages are an upgraded form of Sorcerers that can tackle larger and more dangerous Magical situations while also using considerable Magical power.
| style="background-color:#e6eaff;" | Mind Wall 2
* '''Knight:''' Knights are an upgraded form of Warrior, that includes a small amount of Diplomat and can appeal to some Knight resources and contacts.
| Toggle Passive
* '''Faith:''' Faith are the clergy, clerics and priests, who can decipher religious lore and usually appeal to their faith for answers and help in Progressions.
| Self
 
| Grants the user {{#simple-tooltip: Mind Wall 2 | The Character has Control Power immunity (except Exorcism 1 & 2, and Peace Reign 1), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
==Changing Talents==
}}
It is important to mention that the Progression System has "Seasons". A Season is usually a 10-15 week period during which data is kept consistent. This means that if you submit a Progression participation somewhere in the middle of the Season and then a few weeks later decide to completely overhaul your Character with new Talents, that future orders will not consider these changes canon until the start of a new Season, and even then Talent changes may be rejected. When deciding on Talents, most of the cases, you are stuck with that decision for that character forever. There is room to talk to Lore Staff for exceptional circumstances, but generally speaking Characters should stick to one particular Talent spread indefinitely.
|-
| style="background-color:#e6eaff; width: 21%;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
| style="background-color:#e6eaff;" | Keen Mind 1
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Keen Mind 1 | Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Hunt Sense 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Hunt Sense 1 | The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Pure Body 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Pure Body 1 | The Character is immune to Afflictions. Any type of Affliction simply fails to infect them, even if it would come at the end of an Ability. Some Event Characters like Arken may have the Ability to negate this effect. Additionally, the Character is unable to learn or use Sorcery, if a Character gains Pure Body I at a later point in time, they lose their Sorcery or Magic and do not get Proficiency refunds.
}}
|-
| style="background-color:#e6eaff;" | Holy Manifestation 1
| Faith Power
| Self
| Grants the user {{#simple-tooltip: Holy Manifestation 1 | The user may have any number of glowing or non-glowing religious symbols appear anywhere on their body passively. These symbols are not physical and cannot ever emit enough light to light up Darkness, and can be of any color.
}}
|-
| style="background-color:#e6eaff;" | Rogue Gift 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 2 | The Character can, once a day, if attempting an Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling. This is in essence a once-a-day luck-of-the-draw where the character has an instant-success on their /dice roll.
}}
|-
| style="background-color:#e6eaff;" | Inth Gift 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Inth Gift 1 | The user may target any person within Emote Distance to mark them with this Control Power, and any number of individuals may be marked. For those marked, if the user or the target leaves Emote Distance, the target(s) will forget the appearance, name and the sound of the voice of the user. They will still remember the conversation and what was said, but they will only remember a blur of a figure for the user, a warped voice, or their name.
}}
|-
| style="background-color:#e6eaff;" | Peace Reign 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Peace Reign 1 | The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 2 | Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Great Force 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Great Force 1 | If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.
}}
|-
| style="background-color:#e6eaff;" | Bunker Down 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Bunker Down 1 | If wielding a shield, the Character can choose to “Bunker down”, requiring them in a kneeling position with a shield down in front of them (using a shield if mundane, if not mundane, a shield is not be required). While this stance is upheld, they become immune to any Mundane or Ability based harm effects from a 180 degree angle in front of them (Ability based effects besides damage still apply). There is enough room behind the user for 1 additional person to gain the benefit, with the user counting as an Obstacle. The user of this Ability cannot do anything but talk while bunkering down (they cannot even see past their shield), but the person behind them (if there is one) can move and use Abilities, Weapons, or Items.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
| style="background-color:#e6eaff;" | Inth Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Inth Gift 3 | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
}}
|-
| style="background-color:#e6eaff;" | Empath Sense 5
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 5 | While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
}}
|-
|}

Revision as of 00:31, 9 November 2021

Choose 3 Abilities from the Ability Pool. Abilities can only be taken Once. Once chosen, Abilities cannot be changed, and must be listed on the Character Application.


Ability Name Ability Type Ability Range Ability Description
Spirit Familiar 1 Toggle Passive Self Grants the user Spirit Familiar 1

Mind Wall 2 Toggle Passive Self Grants the user Mind Wall 2

Shrewd Insight 1 Control Power Emote Distance Grants the user Shrewd Insight 1

Keen Mind 1 Trigger Passive Emote Distance Grants the user Keen Mind 1

Hunt Sense 1 Toggle Passive Self Grants the user Hunt Sense 1

Pure Body 1 Constant Passive Self Grants the user Pure Body 1

Holy Manifestation 1 Faith Power Self Grants the user Holy Manifestation 1

Rogue Gift 2 Constant Passive Self Grants the user Rogue Gift 2

Inth Gift 1 Control Power Emote Distance Grants the user Inth Gift 1

Peace Reign 1 Control Power Emote Distance Grants the user Peace Reign 1

Honed Skill 2 Constant Passive Self Grants the user Honed Skill 2

Great Force 1 Constant Passive Self Grants the user Great Force 1

Bunker Down 1 Toggle Passive Self Grants the user Bunker Down 1

Honed Skill 1 Constant Passive Self Grants the user Honed Skill 1

Inth Gift 3 Constant Passive Self Grants the user Inth Gift 3

Empath Sense 5 Constant Passive Emote Distance Grants the user Empath Sense 5