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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 refers to rules-bound interactions that make Combat Roleplay fairer, and impossible to Power-game, the act using lack of rules to frustrate others. Generally speaking, everyone wants to win in Combat Roleplay, where System Combat helps assuage OOC frustration. Loose Combat without Systemized Abilities and rules can however be used to make Characters look cool, especially when both sides do not care about who wins. Loose Combat is sometimes also preferred during Events or Private Roleplay, when the focus is more on the experience rather than the outcome. Loose Combat is sometimes also called Logic-CRP, however, it is important to stress that Loose Combat is by definition not Logical, and uses vibes and opinions to dictate the outcome. During System Combat, characters have Turns where they can take use either an Ability or Attack Emote that does Damage, and everyone has a Health Pool that causes them to loose 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 (the Parenthesis are required, you replace Ability Name with the exact name of the Ability). For more specifics on System Combat, refer to the Proficiency Page.

Combat Terms

Combat Terms are Terms that are frequently used in Combat Roleplay (CRP), and are thus good to memorize. You will be referring back to these terms frequently and not knowing the basics may slow down Combat Roleplay. These Terms are also frequently referred to in Ability Descriptions, so to fully understand how Abilities work, you must first know these Terms and know how to apply them in Combat Roleplay.

  • 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.
  • Move: A Move is when you Walk/Run in a particular direction during a Turn. This never consumes the whole Turn, you can Move a max of 10 Blocks (Diagonal also), and then use Abilities.
  • 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.
  • Main Offense Stat: Main Offense Stat is a Number based on Proficiency used for Attack Emotes on Targets. By default this is Strength, but some Abilities change the Proficiency used.
  • Main Defense Stat: Main Defense Stat is a Number based on Proficiency used for Defending against Attacks. By default this is Constitution, but some Abilities change the Proficiency used.
  • Block Token: A Block Token is a Resource that, if you take Damage from Abilities or Attacks, automatically triggers to reduce the Damage, 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, often called Knock-back, Knock-down, being Pushed, etc.
  • 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.

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. Most players will not ever get into circumstances where these Rules need to be applied, however it is always useful to know them to help others not Power-game in System Combat.

  • Drawing Weapons: When Drawing Weapons or preparing to use Magic, doing so does not consume a Turn. However, Changing Weapons (from Sword to Bow) 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.
  • Duplicate Main Changes: Only one Ability or Mechanic that changes either Main Combat Stat or Main Defense Stat can be active at once unless specifically mentioned in the Ability.
  • 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: You can only be knocked off a High Place through Abilities that mention Ledge Knocking. If falling more than 6 Blocks, take 2 HP Damage, unless Fall Immune.
  • 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.

Status Effects

Status Effects are Effects that stick with a Character unless certain conditions are met. Most Status Effects have a time limit, some require additional actions. A Character can only be affected by one Status Effect, and Status Effects of the same kind do not Stack. Abilities may have additional rules concerning the use of Status Effects, for example, some Abilities affect how Brittle works. This will always be mentioned 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. Counter & Passive Powers are unaffected.
  • Weakenedimg.png Weakened: When Weakened, you cannot use Active 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 early.
  • Markedimg.png Marked: When Marked, you will be automatically hit on next Attack, then the Effect ends.
  • Bloodyimg.png Bloody: When Bloody, you are unable to be Healed or regain Health from anything.
  • 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 Guarded: When Guarded, you take -1 Damage on the next Attack, then the Effect ends.

Status Identity

Status Identity is how a Character can be identified by specific in-Lore/OOC Terms. These are not necessary to memorize, but they can become relevant to debates or rhetorical discussions in Character. Note, Status Identity does not confer moral correctness of any kind. MassiveCraft Lore is not constructed in a way that Characters can ever be ontologically evil, Characters are always defined by their actions not what they are from the outside.

  • 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).
  • Non-Occult: If you are Non-Occult, you have Magic or Powers like God Magic, but never from another Dimension like the Void or Exist.
  • Occult: If you are Occult, you have Magic or Powers, specifically from another Dimension like the Void and Exist.
  • Disguised: Disguised means that a Character cannot be recognized, even if they look similar. This is always only because of Abilities.