- Abilities: How They Work -
In this section, we’ll explore the mechanics that govern the use of Abilities in the game. We’ll start with Ability Activation, focusing on the steps and conditions required to activate and execute an Ability. Understanding this fundamental step is crucial to ensure your character's Abilities are used effectively in various scenarios because if you're unsure how to activate them, how else will you be able to utilize that shiny new Ability you just learned?
Following this, we’ll discuss hitting targets accurately or Execution of Abilities and the Restrictions and Limits on Ability usage.
-- Ability Activation --
Ability Activation refers to the initial phase where a character decides to use an Ability, setting it into motion. This involves meeting specific prerequisites such as having sufficient resources, possibly needing an appropriate environment, or meeting other prerequisite actions your character could potentially do. For example, some Abilities might only be usable in certain conditions or may require a specific target to be in sight. Activating an Ability also demands careful timing and strategy, as the right moment can greatly influence its effectiveness. Moreover, certain Abilities may require additional components, such as verbal commands or physical gestures, which must be performed to ensure successful activation.
Activation Conditions:
- Activation conditions are specific requirements that must be met before an Ability can be used.
- Examples include needing a clear path, having enough mana to cast it, or wielding a specific weapon.
- Failing to meet these conditions prevents the Ability from activating.
- Some Abilities may 'damage' more than just your standard Mana and Energy Resource Pools; as mentioned in the Statistics Guide, a character's Stats (Honor, Luck, Piety, and Sanity), can also be utilized as a required resource pool, even HP can be required (these will all be noted in the Resource Cost on the Ability's app)
- Environmental factors can affect activation, such as needing a water source for water-based Abilities.
- Activation conditions should be listed first in an Ability’s "What It Does" section when applicable.
Interactions with Other Mechanics:
- Abilities can be influenced or restricted by other game mechanics, such as environmental zones like anti-magic fields.
- Clashing mechanics can negate or overpower Abilities based on opposing forces described later in the next section of the Ability's Guide
- Channeling Abilities often, requires continuous effort and leave the character vulnerable to interruptions; if you don't finish a channel without starting it, and it's too far out to timeline your char simply not having started it in the first place, you lose any of the Mana/Energy required to channel it
- Timelining may alter if you activate an Ability because sometimes you may find yourself getting to react before it actually would have activated, on your next post
- On the Subject of Timelining...:
- *To be deleted when the refurbished Basic Gameplay Mechanics Guide gets put up: Timelining refers to the natural evolution of a thread's timeline as characters react and take actions in response to one another. While the thread progresses linearly, each post can cause the timeline to 'branch out' from what was originally intended. This reflects the collaborative nature of roleplaying, where the story adapts based on the input of multiple players.
- In practice, when a character reacts to something another character does, it may cause a ripple effect, leading the original character to reconsider their actions or take a different course than they had originally planned. This change happens as players update their actions based on how the timeline has evolved through the posts of others.
- When timelining, you can only do so based on an action/reaction of the character who posted before you (if you're the first poster in a thread's timeline, you timeline based on the person who ends the posting cycle)
Consequences of Activation:
- Upon activation, an Ability's resource cost(s), are automatically spent, a person cannot make their resource pool be reduced below 1 in this manner
- Activating an Ability can have consequences beyond resource depletion, such as leaving the character vulnerable if they have to channel it.
- Powerful Abilities might seriously drain a character's mana or energy, reducing their ability to further utilize other Abilities to defend themselves.
- Some Abilities might attract unwanted attention or trigger environmental changes, like major structural damage.
- Once an Ability is activated and if it fully takes effect, it cannot be canceled (i.e. if you launch two Abilities, and the first hits but the second doesn't, you can only timeline from the second Ability and anything that came after that in the natural progression of the thread); Abilities with longer than a one post duration can be canceled at anytime, but you aren't refunded the resource cost of it's activation/upkeep.
<-- Execution of Abilities -->
Once an Ability is activated, its execution becomes critical in determining its effectiveness. Execution goes beyond simply unleashing an attack or casting a spell; it involves careful timing, strategic positioning, and the ability to outmaneuver opponents or environmental challenges. This section explores how Abilities are executed within combat and non-combat scenarios, the importance of coordinating with the timeline of a thread, and how factors like environment, status effects, and target vulnerabilities play key roles. Additionally, the mechanics of countering, balancing risk and reward, and managing resources during execution are crucial for ensuring that Abilities land successfully and achieve their intended impact.
Using Them Effectively
There are a variety of methods characters can utilize to maximize on the success of their Abilities. Regardless of which method used, in the end, they all fall back on Hit Claiming. Hit Claiming is when you post the Abilities your character utilizes in any given thread, at the bottom of the post used. A link to the Ability's specific creation app must be provided, alongside its TAP, Resource Cost, the range of the Ability, and the Status Effect Tags provided on the Ability app. If someone then doesn't somehow properly counter the Ability used, you are free to state in your next post that it successfully hit and what it does takes effect; whether it be damage, applying a status effect, healing someone, etc.
- Timelining:
- Proper Timelining is crucial to ensuring an Ability hits its intended target
- By timing an Ability carefully, a character can capitalize on moments of vulnerability, such as when an opponent is channeling one of their own Abilities, while they are turned around/not looking at you, and/or are mid-air
- Likewise, an Ability can also in theory be 'locked in the Timeline' by another character if they don't give the person using it something to react off of in their next post, before their Ability activates; this can prove to be a hindrance in widdling away someone's resource pools.
- Timelining can also prevent an opponent from effectively reacting, making it harder for them to dodge, block, or counter the Ability. Well-coordinated actions within the timeline of the thread increase the chances of success.
- Status Effects:
- Applying or exploiting Status Effects like stun, slow, or immobilize increases the effectiveness of an Ability’s execution.
- If an enemy is stunned, for example, their ability to dodge or defend is significantly compromised, making them an easier target.
- Characters can combine multiple Status Effects to make the target even more vulnerable.
- For example, slowing an enemy while make it easier to follow with a stunning blow, thus rendering them completely immobile then, guaranteeing a hit with a high-impact Ability.
- Environmental Positioning:
- The environment plays a critical role in how well an Ability is executed.
- Backing a target into a corner, for example, limits their movement options and makes it harder for them to avoid the Ability. Similarly, using terrain features like walls, obstacles, or elevation can enhance the likelihood of hitting a target by limiting their ability to dodge or evade.
- Environmental effects, such as fire, water, or even extreme weather, may also amplify the power of certain Abilities or create conditions that make certain Abilities more difficult to avoid or defend against.
- Someone in a lake will be much more susceptible to a Lightning-based attack, compared to a Fire-based one; more on this in the Advanced Mechanics section of this Guide
- Coordinating Attacks:
- Coordinating with other players or NPCs to target a single enemy can overwhelm the target’s ability to defend themselves effectively. Even if the target blocks or evades one Ability, the combined pressure of multiple attacks makes it nearly impossible to avoid every hit.
- This technique works particularly well when one player uses crowd control or a status effect, while others deal damage or apply debuffs. Overwhelming a target in this way reduces their defensive options, ensuring that at least some Abilities will land successfully.
Risks and Rewards:
As with simply activating an ability, successfully using one comes with a plethora of different risks and rewards. There's the givens; a positive note is you have the possibility to deal a massive amount of damage to someone, but conversely the risk that you will most likely anger said person is just as present. Both should be taken into consideration, regardless of whether you're in a combat or non-combat thread. It's always good to remember, any kind of Ability that somehow makes things in someone's favor can be seen as a threat by another person, even if it isn't dealing any damage or legitimate detrimental status effect.
- Risks:
- Could leave you vulnerable to enemy attacks, some Abilities require you to execute careful and be 'locked into' precise movements that can be taken advantage of or if needing to channel an Ability
- At higher ratings, Abilities do gain a minimum duration required to channel it
- Characters/NPCs can react in any given manner, regardless of the Ability being used, so take extreme caution with who you possibly provoke when using Abilities
- Abilities, even if Instantaneous, will take at least some time in character before it activates, typically giving others at least a second or two leeway for their characters to theoretically react
- Kingdoms can have various Laws, therefore certain kinds of Abilities may be restricted in usage or outright banned; meaning, if used in front of a person of the law in said Kingdoms, it could risk your character facing IC repercussions
- Knocking out/killing a character/NPC with a positive Reputation will damage your own; likewise doing major damage to structures, landmarks, sacred sites, etc can do the same. As with the previously mentioned Laws, both of these can also lead to further IC repercussions.
- There is no guaranteed hit mechanic; so long as a person has no detrimental Status Effects/Conditions attached to them and their Agility is at least equal to that of the TAP of an Ability being directed at them, they can easily just move out of the way. Similarly, characters can use their Damage Resistance to just outright tank some hits, or flat Resistances to certain damage types.
- As above, in Armor, weaker Abilities can potentially easily be blocked by doing nothing because of a character's total Armored Defenses (AD)
- Abilities can clash with the environment/other Abilities, possibly being blocked, negated, or countered in some form or another
- Rewards:
- Successfully landing an Ability against a target will always deal its TAP in damage if the Ability deals damage; Armor does not act as a passive amount of damage that one resists, it's simply the number needed to beat with the Abilities TAP, if the Ability connects with said armored character
- Likewise, landing an Ability against a target has the possibility to inflict a variety of Status Effects if the target is also unsuccessful with a Stat Check noted on the Ability's app
- The environment could be altered in a way to where it blocks an incoming attack, closes off an opponent's escape route, or catches an object on fire. Abilities themselves even, if successful, can be used to possibly negate, counter, or block another incoming attack
- Certain passive benefits can be applied to a character's Stats, Skills, or another Ability; it can also be done in a contrary manner to where another character's Stats, Skills, or an Ability they used are temporarily debuffed
- Similarly, certain Abilities can apply tokens that other Abilities may interact uniquely with by doing things like adding additional damage, an armor penetration effect, or possibly even adding a status effect like Blind or Numb; these will always be listed on Abilities
- Either in or out of a combat manner, the use of an Ability can benefit their sway in social situations, whether by Charming them, intimidating them, or using a technique to make it harder to decipher lies from the truth; this can further lead to said character/NPC providing possible boons in the future
- Helping another character/NPC such as saving their life with an Ability, can increase Reputation; in the same breath, using Abilities to thwart those who are known evildoers can do the same
- Out of combat, knowledge can be gained about various locations, people, world events, etc through using Abilities that rely on tracking, clairvoyance, or scrying, these Abilities can also prove particularly useful in some instances of Quests/Dungeons with a Puzzle Challenge
- Abilities may also even assist with crafting items, weapons, armor, and other various craftables at higher tiers than one might normally be able to otherwise achieve by just using the associated crafting Skill alone
<--> Limits & Restrictions <-->
Restrictions and Limits govern the conditions under which Abilities can be used and ensure that each Ability’s usage follows are balanced out for mechanical purposes. These rules prevent characters from overextending their capabilities, ensuring fairness is at the forefront gameplay. Below is a list of key restrictions and limits that apply to Abilities.
- Unlike most Skills, Abilities can only be used on a learned basis; meaning your character can't use an Ability that they do not know
- Abilities can only be cast one at a time in the majority of circumstances; biggest example of one where this rule doesn't apply is if one Ability only requires a Verbal Component, while the second only requires a Tactile Component, but anyone can still use any number of Abilities they have at their disposal in one single post (given this would take a lot of time to actually do IC unless you only have a minimal amount of Abilities)
- Abilities cannot be reused until their cooldown timer has expired, preventing spamming powerful abilities back-to-back.
- Once an ability is activated, it can "lock" a character into the action, preventing them from performing another action until the current ability resolves or is interrupted (during a jump attack, a player is 'locked into' their mid-air movement unless they can fly/have another Ability that let's them 'double jump' essentially)
- If a character doesn’t have enough of a required resource (e.g., mana, energy, etc.), the ability cannot be used.
- Certain abilities can only be used within specific ranges (measured in yards), making it impossible to use them on targets outside that range.
- Certain abilities can only be cast in specific environments (e.g., aquatic abilities need water, fire-based abilities can't be used in a vacuum)
- A character can only maintain a limited number of ongoing abilities at the same time, with this number being based on their Intellect Score; its done at a ratio of 1 ongoing Ability for every 50 points in Intellect (starting at 1 for 1-75 Intellect to a maximum of 6 if a character reaches at least 375 Intellect)