Test: Difference between revisions

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| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
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| style="background-color:#eae2cf;" | Exist Spell
| style="background-color:#ddecee;" | Exist Spell
| An Ability that is used by individuals who channel the power of the Exist, and cause it to manifest magically.
| An Ability that is used by individuals who channel the power of the Exist, and cause it to manifest magically.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
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| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
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| style="background-color:#eae2cf;" | Void Spell
| style="background-color:#eedbda;" | Void Spell
| An Ability that is used by individuals who channel the power of the Void, and cause it to manifest magically.
| An Ability that is used by individuals who channel the power of the Void, and cause it to manifest magically.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
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| style="text-align: center;" | Usable
| style="text-align: center;" | Usable
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| style="background-color:#ddecee;" | Control Power
| style="background-color:#e1d1d6;" | Control Power
| An Ability that forces some manner of control over the actions or intentions or thoughts of its target.
| An Ability that forces some manner of control over the actions or intentions or thoughts of its target.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes

Revision as of 21:17, 9 January 2022

The Abilities page is a useful resource page that standardizes all abilities, counters and mechanics, for ease of reference. Terms from this page are frequently used for pieces of Lore that grant Abilities. Keep in mind that the information on this page is only a base-level categorization and structure. This means that while we have set forward some basic rules that most if not all Abilities obey by, in some cases, minor differences may occur. As such, please be sure to always read the Lore page thoroughly and not just go off the information on this page. It purely explains the mechanical underpinning of the terminology, not the actual usage and rules of the Abilities, which may still differ on the Lore page.

Ability Categories

Type Description Counterable? Detectable? State
Constant Passive An Ability that is permanently active and cannot be turned off, or permanently imparts some effect or ability on the user. Yes Yes Permanent
Toggle Passive An Ability that can be toggled on and off at will, but is otherwise permanently active when on. Yes Yes Usable
Trigger Passive An Ability that only activates when certain conditions are met, but will remain active while the conditions are still applicable. Yes Yes Triggered
Full Shift An Ability that majorly transforms the body in some way. An individual cannot have more than one Full Shift active at the same time. Yes Yes Usable
Body Alter An Ability that alters the body in some specific fashion, and can usually be turned on and off. Yes Yes Usable
Magic Spell An Ability that is a manifestation of some magical power. Yes Yes Usable
Exist Spell An Ability that is used by individuals who channel the power of the Exist, and cause it to manifest magically. Yes Yes Usable
Void Spell An Ability that is used by individuals who channel the power of the Void, and cause it to manifest magically. Yes Yes Usable
Target Illusion An Ability that affects the mind of specific individuals, making them experience things that are not real. Yes Yes Useable
Target Curse An Ability that puts a lasting effect on an individual that can only be cancelled by sitting out the timer or purifying it with anti-curse mechanisms. Yes Yes Usable
Object Curse An Ability that puts a lasting effect on an object, which can in turn put lasting effects on people around or using the object that can only be cancelled by leaving the object or purifying it. Yes Yes Usable
Object Enchant An Ability modifier that puts an effect on an item (usually a weapon) that empowers it in some way. An Object can only have one Object Enchant Ability from the same tiered category, but can have multiple Object Enchants from multiple categories. (ex: A sword can have Sharp Brand and Heavy Brand, but not Sharp Brand and Sharp Brand). Yes Yes Usable
Region Enchant An Ability modifier that puts an effect on a Region in-game, such as Rental Houses, Clandestine Bases, etc. The same Region Enchant Ability can only affect the same region once at any given time. Yes Yes Usable
Primal Power An Ability rooted in Primal Essence, meaning it is native to Aloria. Yes Yes Usable
Ordial Power An Ability rooted in Ordial Essence, meaning it is native to Aloria's mirror dimension. These Powers respond the same way to Magic Spell counters, except when they specify that Void or Exist is a requirement. Yes Yes Usable
Faith Power An Ability that can be used by the Faithful. Yes Yes Usable
Control Power An Ability that forces some manner of control over the actions or intentions or thoughts of its target. Yes Yes Usable
Mundane Technique A manifestation of physical prowess or strength, and not a real ability for the classification of aberrancy or otherwise. Mundane Techniques are not countered by anything that mentions it counters an Ability directly, and are basically treated as regular attacks. No No Usable
Puretek Technique A manifestation of specific skill with the Puretek weapon, and not a real ability for the classification of aberrancy or otherwise. Puretek Techniques are not countered by anything, but their usage can be prevented if the user is stopped in some manner. No No Usable

Extra Notes

  • Magic and other Special Permission Documents may conflict with this page regarding the rules of Spells and Abilities. If such a situation occurs, the Document will always take precedence, because of the difficulty of properly categorizing custom Spells and Abilities.

Rules for Artifacts

  • Artifact Abilities do not follow the category rules set out on this page. Each Artifact has its own rules and all these rules are clarified on all Artifact pages. In the absence of clear information, assume all Artifacts and their abilities cannot be Countered or Detected and work as Usables.
  • Your character must always wear your artifact on them, unless there are extenuating circumstances which resulted in your character's artifact being taken from them against their will and disposed of somewhere, after which they enter the rotation for re-distribution. Soul Bound Artifacts are not covered by this Rule.

Aberrancy Types

Type of Aberrancy Description Detectable? Mage Stone Effect Pure Stone Effect Hallowed Stone Effect
Complete Aberrancy Arken, Undead Yes No Effect Abilities Disabled Spontaneous Combustion
Linked Aberrancy Mages, Manathar, Greater Vampires, Greater Cahal, Ordial Mages, Arken Pacts Yes Abilities Disabled Abilities Disabled Intense and Crippling Pain
Infested Aberrancy Possessed, Vampires, Cahal, Silven, Crimson Witches Yes Abilities Disabled Abilities Disabled Bearable amounts of Pain
Touched Aberrancy Sorcerers Yes Abilities Disabled Abilities Disabled High Discomfort
Lingering Aberrancy Kathar, Northern Tainted Individuals, Yanar, Vampire Broods, Pre-Awakened Cahal, Mutated Individuals No No Effect Abilities Disabled No Effect
Primal Aberrancy Phantasma, Archbloods (All Variants), Primal Lineages, Primal Mages, Dragon Knights, Url No No Effect Abilities Disabled No Effect
Artifacts No No Effect Abilities Disabled No Effect
Object Curse/Illusion No No Effect No Effect No Effect
Ritualism No No Effect Abilities Disabled No Effect

Extra Notes

  • In some cases there may be additional effects besides what is listed. To be sure, always read the Lore source material instead of going off this table to explain the absolute effects. This is only here to allow different types of Aberrants to be classified with a quick overview on the effects of various substances.
  • Some Special Permissions may be classified as Aberrants but not listed on the table due to their niche nature. Please contact Lore Staff for specific clarifications.
  • Some Abilities may reference "Afflictions," this includes: Vampires, Cahal, Manathar, Morvali, Undead, Silven, Archbloods, Primal Lineages, and Dragon Wardens. Details on many of these can be found on the Afflictions Page. This includes certain Special Permissions, such as: Possessions and Arken Pacts. If you are uncertain about something not listed here, please make a ticket on the RP Community Discord.

Counter Mechanics

Countering (or deflecting, or nullifying, or purifying) an Ability is a term used for when one Character is able to prevent another Character's Ability from trigger, being used, or imparting an effect. Counters can only apply to Abilities that are marked "Counterable?" in the first table of this page. Additionally, some counters have special rules attached to them, and only apply in certain scenarios. Counter Mechanics are usually well defined in the descriptions of the Abilities on the Lore Page, generally speaking each ability (if it has any counters) will have the counters listed. Alternatively, if an Ability's entire function is to counter other Abilities, it will list what types of Abilities are Countered.

Because of the variation between all types of abilities, and the listed types of Counter Mechanics below, it is difficult to (without a large amount of wiki bloat via the same "if countered, does x" on each and every ability) specifically mention how countering works for each type of ability. For some abilities with long cooldown timers, a "Cancel" counter might have a great effect, but might have less effect on an ability with a low cooldown. It is with all of this in mind that the following rule exists for Counter Abilities: In any and all cases when a Counter Mechanic is used, the character whose ability was countered is expected to not immediately try to re-use or re-cast the ability with no detriment, and should give the character who countered the ability a chance to react before using it again.

The following Counter Mechanics exist:

  • Prevent Counter: A counter mechanic that completely prevents an ability or spell from being cast or activated in the first place.
  • Cancel Counter: A counter mechanic that is used when an ability or spell is activated, and stops any effects from occurring. It can also be used to stop any current ongoing effects.
  • Reflect Counter: A counter mechanic that will re-direct any effects from a spell or ability from themselves to the caster.
  • Transmute Counter: A counter mechanic that will allow the person countering to re-direct the ability to another person or area.
  • Stagger Counter: A counter mechanic that interrupts all ongoing Channel Abilities and casting or utilization of other Abilities, as well as ongoing Mundane attacks and/or charges.
  • Nullify Counter: A counter mechanic that does not end the Ability, but causes the person or the area that the Nullify Counter was used on to not be affected by the Ability until the Nullify Counter ends.
  • Mage Deflect: A specific magic deflect roll, the rules of which are always specified when this term is used.

Detection Mechanics

Detection Mechanics exist to allow certain Characters to detect when an Ability is being used, or when they are being affected by an Ability. This is not a classification of identification, just because a Character may know they are being affected by some form of Ability, or that some form of Ability is being used, does not mean they know what this Ability does or how it works. This requires Knowledge Proficiency. Additionally, having frequently seen an Ability being used does not constitute as absolute knowledge of that Ability. This is considered false-positive Meta-gaming. In reality of lore, Abilities are varied and unpredictable. No matter how many times a person has seen a Vampire use a specific Ability, they should always treat it as if they don't exactly know what is going to happen. The fact that Abilities are attached to rules is not reflective of the lore or canon universe, only of "gameplay rules" to ensure fairness between players. The folowing Detection Mechanics exist:

  • Area: When detectable thing enters a wider area.
  • Touch: When touching detectable things.
  • Trigger: When detectable thing crosses a certain threshold or border.
  • Sight: When detectable things can be seen with the eye, or through some lens.
  • Tracked: When someone is being followed by detection mechanic.

Extra Notes

  • If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.

Ability Timing

Due to the varied nature of both Abilities and the time of Roleplay, in addition to the difference between players speed of emoting, we do not maintain an official "timing" principle across all Abilities. In the most recent iteration of Abilities (Specials & Abilities), we maintain a strict OOC cooldown timer, however older abilities function under a more malleable principle. For those Abilties, we believe players should be able to respectfully come to an agreement within the context of the Roleplay Scene as to what a respectable OOC to IC time table should be. In the case that players cannot come to an agreement, Moderators may be called in via a Ticket to manage the situation.