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GENERAL: Ability Types


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Ability Types

Ability types are types of ability categories, such as healing or enchantments. Not all ability types are listed here, but we have put the ones that are being changed and/or restricted for lore writers to be aware of when designing their lore. If you something here or in the other criteria pages confuses you, please contact a story member or post on our FAQ, found here.

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Enchantments/Runes

Enchantments will be restructured in a few different ways. An “enchantment” is any type of magic that is then stored onto an object that anyone, including a non-mage, can utilize. This includes voidal enchantments, runesmithing items, hexed items, et cetera. You can read more about why the decision was made here.

  • Any ability that you intend to be able to be used as an enchantment, must be labeled as such, this is to help showcase to everyone what kind of enchantments we can expect. When it comes time to write the guide, you will be expected to include a section on this.
  • A person may only use 3 different enchantments in a combat situation, please keep this in mind when setting up your magic if it is one that is enchantment oriented.
    • Stationary enchantments (e.g. a barrier enchantment) will need to be manned to be used and will count as an enchantment used in the combat encounter. If they are not manned they will not work. Stationary MArts may be an exception to this, though it will be a case by case basis depending on what the MArt does.
  • Recharging an enchantment has now been modified. An enchantment should either:
    • Naturally recharge off of the user’s mana pool/life-force/whatever your thing is powered on. This should not be instant, for the sake of balance. The more minor the spell, the quicker you can recharge it. If you have a t5 lightning blast, it should take a bit of time to recharge and become usable again, such as an IRL hour.
    • Have a hard date on the description when the enchantment goes defunct.

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Healing

Healing abilities require more effort the more they are capable of healing. Healing someone from the brink of death should not be done in a handful of emotes like old healing magics allowed for. On top of the RP needing to be extensive (or broken into multiple RP sessions that aren’t all crammed into a day), the healing should be interesting and/or interactive for the one being healed. Simply emoting some magic energy fixing the person is neither of those. In addition, if you are healing in a combat situation, you should aim to have your ability revolve around stabilizing rather than fully healing someone to the point where they can re-enter a fight. You can read more about the subject here.

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Empowerment

Empowerment abilities revolve around empowering something else, rather than being able to do something on its own. The old iteration of blood magic was capable of empowering magic past its normal limitations for example. Empowerment is going to be severely limited in regards to what it can do, as it is one of the ability types that leads to the most issues. You can read more about the decision to cull empowerment here.

Spoiler

Physical: Physical empowerment, such as augmenting your body, should not go beyond what peak performance of your descendant race can do. No one should be channeling olog strength. CA creatures are granted some leeway here, but do note that it will cause them to go up the tier list if their abilities are strong.

 

Mental: Mental empowerment is no longer allowed. This includes things like speeding up your thought processes or boosting your intelligence. CA creatures are granted some leeway here, but do note that it will cause them to go up the tier list if their abilities are strong.

 

Direct Casting: Magic empowerment in the form of directly boosting your magic’s strength via a spell or on the fly is not allowed, regardless of if it’s boosting your T2 magic to T5 or your T5 past its normal limitations. This includes boosting enchantments.

 

Ritual Casting: Magic empowerment in the form of a ritual is allowed for non-combative means or for events (with approval from the actor).

 

Object: Object empowerment that directly empowers an object is allowed in some cases. Empowering an item so that it only gains will no longer be allowed, it must have a real downside to it. For example, turning armor into a more durable version will not fly, but if you made it so the armor slowed the person down considerably in exchange for the durability it could be alright (depending on the amount of durability/slowness).

 

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Poisons

Poison and poison oriented abilities are currently not allowed unless they are slow acting or have a really mundane counter that people can readily get. The issue with poisons and things of that nature is the fact they have little proper counters. Yes there are antidotes, but those are rather niche and hardly anyone has access to all kinds of them. Another issue was the fact that poisons could quickly kill a person back when they were unmoderated. This, coupled with the fact they had little counter, made them overpowered to the extent where if a person was properly poisoned they would be dead before any help could arrive.

 

Poisons that are non-lethal are allowed, so long as their effects are not fast acting (e.g. knocking a person out in a few emotes) and are instead a slow burn, more akin to an illness IRL.

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Portal Creation/Teleportation/Blinking

In a lot of fantasy settings, things such as magical portals and teleportation are possible. In LotC this is the case as well, but there are some restrictions to it.

 

Portals:

  • No portals should be established that lead to other areas of the map. This is considered bypassing the removal of fast travels.
  • Portals should not go to Aengudaemonic realms outside of Story management approved events. Realms created for the purpose of this RP is an exception. These realms may not grant items without approval as well.
  • Portals leading to Aengudaemonic related areas should be made with a PK clause understanding if they go in they will likely be obliterated if/when conflict occurs.
  • Realms must fit LotC’s setting, so trying to fabricate a cyerpunk or modern day realm would not be allowed.
  • Players may not have bases or storage areas in these realms.

 

Long Range Teleportation:

  • Not allowed outside of soulstones.
    • This includes any kind of long range teleportation around the map, along with teleporting characters or items to you from afar.

 

Short Range Teleportation (Blinking):

  • Should only be usable once or twice in a combat situation.
  • Not allowed to go through things such as walls/gates/other solid obstacles.
  • No blinking to places you can’t reach MCly without placing/destroying blocks.
  • Should only cover small distances (2-8 blocks).

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Sensing/Tracking/Locating

This group of ability types have been restricted as they all act as a tool for what is essentially lore approved metagaming.

 

Sensing abilities revolve around being able to detect things, sometimes in a vague fashion and sometimes in a very precise manner. You should not have any ability that is capable of distinguishing special traits about a person, such as being able to tell someone is an undead or practices a certain magic. Vague sensing abilities where you can tell that a person is around in a small radius around you is what is currently allowed. Tracking/Locating abilities where you can hunt a person down from across the map or magically see where someone is through a mirror is not allowed. The same goes for animals doing this, such as bloodhounds.

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