Post by Wolfe on Dec 31, 2018 15:00:21 GMT -5
Combat abilities are any ability that you intend to give your character that helps them in combat in any way. You get five of these slots to start out with.
This includes things like skills like hacking to infiltrate IT systems and a healing ability to patch up wounds that are useful in specific situations. It also includes enhancements that are physical improvements to the character like increased strength or speed. It also includes items which provide some sort of benefit to your character whether that is rocket boots to let you hover above the ground or a set of armor that makes you tougher.
It is important to note that each ability only provides one mechanical benefit. There are no additional mechanical benefits to be found upon rank-up, just the one that you started with gets stronger.
In order to aid in this endeavor, words like 'endurance' which have different meanings in different countries/regions of the world are discouraged and will be changed into something that more specifically describes the bonus desired. If you want increased durability, you are able to take reduced damage from attacks until your aura runs out and there must be a very clear indication in the text of the ability that it is a durability boost. If you want increased stamina, then you will take an ability that lets your character fight for longer without becoming tired. Any other wordings where people attempt to get through multiple mechanical bonuses by 'wording it stronger' will similarly be noted and declined as they come along.
Non-Combat Abilities are abilities that do not affect combat in any way. I don't know how to make this any more clear. Singing, dancing, calligraphy, carpentry, etc. are all examples of Non-Combat abilities and abilities in this category cannot be used to aid in combat in any way. If you take Cooking, for example, and put it in Non-Combat you cannot use cooking to justify any combat action you couldn't otherwise do. This is meant as a category for characters to pick up skills to aid in characterization and thread opportunities related to that skill. You get fiv of these slots to start out with.
The current full load out for a character with all their slots filled up consists of 7 combat related ability slots in total for characters that are just starting out. These slots consist of Semblance, Weapon, and 5 Combat Ability slots. You also have five Non-Combat ability slots.
Frequently Asked Questions for Abilities
What if I want my character to come from a rich family?
This is an answer that is very qualified and is very case by case. Your character can absolutely come from a wealthy family, but without a 'Wealth' Non-Combat cannot access that money for plot purposes. Any scion of a wealthy family who gets sent off to a Huntsman Academy logically speaking is either not going to be the actual heir or is in a situation where they are heir can be changed very quickly with very little legal ramifications. Some people's plots will be motivated by poverty and their family being in poverty, and having a character just run around with money-no-jutsu all the time to change all their plots feels empty and soulless.
Coming from a rich family and using it in your backstory is fine. Using that for plots is fine. Using money that isn't your character's (and it isn't) at will to affect plot is not fine. If you want to roleplay your character having nicer/more clothes or fancier looking tech or weapons as a result of wealth, that is perfectly fine. But the limit stops when it starts affecting the plot. Buying your friends lunch is fine. Hiring a band of mercenaries to beat up your bully isn't.
This does not include wealth that is gained IC through events or missions or other ways to legitimately earn money, this is mostly for wealth that your character just kind of has that they didn't have to work for or do anything to get.
Logically, my enhanced speed would make it so my attacks hit harder but I'm told I can't do that. What gives?
Click here for detailed explanation of why realism is very low on the totem pole of things we want to keep.
Can I use my Non-Combat Ability in combat if it makes sense?
No. Non-Combat Abilities are just that.
I feel like someone else's ability is worded stronger, should I change mine?
Two strength abilities, for example, of the same rank are exactly as powerful as each other regardless of the description. Nobody is allowed any advantages for 'writing their ability stronger' and if anyone does this please report it to staff.
Can I try to do other stuff I don't have any skills for? Like if I'm trying to fortify a house, can I try to use carpentry even if I don't have skill for it?
Sure! All skills you don't have are G-ranked, or untrained. If you were trying to build something, you'd be really bad at it and it would look like complete shit but it would offer some benefit. Think badly nailing planks to windows or something. They wouldn't be really secure or done very well, but they would provide some benefit if someone tried breaking in through that window!
Will I ever get more slots for abilities?
Yes. Once you get your first B ranked ability, you will unlock a sixth combat slot for your character. There is currently no way to increase slots for Non-Combat abilities, but we will re-evaluate in the future if there is significant demand.
Faunus have night vision in canon, do I need to spend an ability slot for that?
No, you don't. It would so rarely be relevant that I do not want to force Faunus players to spend an ability slot for this ability. Consider it a free perk to counterbalance all the emotional trauma and racism, as it were. Humans get no similar compensation except being the subject of much less racism, which is unfortunately not a mechanical bonus.
What happens if my character uses the weapon of another character? How does that work, mechanically?
It scales to the Martial Arts/Marksmanship rank of the wielder, provided they can justify why their martial arts skill applies. This has the implication that it is the wielder themselves doing most of the damage and that someone given a high lethality weapon would, even if they hit, not hit correctly and do much less damage with it. Let's the situation where this actually came up as an example. Colton, who normally uses a sabre and a shield takes the weapon of Jack which is a falchion. The ruling was and will remain consistent that Jack's F rank falchion raises to the martial arts level of the new user -- in this case D rank for Colton while in his hands if they can justify why they their martial arts skill applies to that weapon. In this case, Colton used a single edged bladed weapon of similar length and weight as his main weapon anyway and had a high martial arts skill so it was an easy decision. Skill can only take you so far if the quality of the weapon is subpar, though, so under no circumstances can the damage of the weapon exceed its actual rank by more than two ranks. (IE someone with C rank Marksmanship using an F rank gun can only boost its effectiveness to D rank.)
If the reverse happened in the Rochdale event and Jack with his G rank martial arts were to take Colton's D rank sabre, he would not be able to use it very well and the weapon would drop to G rank damage in his hands -- even worse than his falchion despite the rank of the weapon. While the weapon is similar, it is not the same and Jack would only be able to do more damage with his falchion because it is the weapon that he trains with and has practice on. For an example of what would not be justifiable, lots of characters have exotic weapons that are unique to them. Carmim's drum, for example, is absolutely nothing like a sword or any weapon that Colton would be trained in -- even with a high martial arts skill. Colton would use Carmim's drum as a G rank weapon in any circumstance unless for some reason undertook in-character drum fighting lessons.
This includes things like skills like hacking to infiltrate IT systems and a healing ability to patch up wounds that are useful in specific situations. It also includes enhancements that are physical improvements to the character like increased strength or speed. It also includes items which provide some sort of benefit to your character whether that is rocket boots to let you hover above the ground or a set of armor that makes you tougher.
It is important to note that each ability only provides one mechanical benefit. There are no additional mechanical benefits to be found upon rank-up, just the one that you started with gets stronger.
In order to aid in this endeavor, words like 'endurance' which have different meanings in different countries/regions of the world are discouraged and will be changed into something that more specifically describes the bonus desired. If you want increased durability, you are able to take reduced damage from attacks until your aura runs out and there must be a very clear indication in the text of the ability that it is a durability boost. If you want increased stamina, then you will take an ability that lets your character fight for longer without becoming tired. Any other wordings where people attempt to get through multiple mechanical bonuses by 'wording it stronger' will similarly be noted and declined as they come along.
Non-Combat Abilities are abilities that do not affect combat in any way. I don't know how to make this any more clear. Singing, dancing, calligraphy, carpentry, etc. are all examples of Non-Combat abilities and abilities in this category cannot be used to aid in combat in any way. If you take Cooking, for example, and put it in Non-Combat you cannot use cooking to justify any combat action you couldn't otherwise do. This is meant as a category for characters to pick up skills to aid in characterization and thread opportunities related to that skill. You get fiv of these slots to start out with.
The current full load out for a character with all their slots filled up consists of 7 combat related ability slots in total for characters that are just starting out. These slots consist of Semblance, Weapon, and 5 Combat Ability slots. You also have five Non-Combat ability slots.
Frequently Asked Questions for Abilities
What if I want my character to come from a rich family?
This is an answer that is very qualified and is very case by case. Your character can absolutely come from a wealthy family, but without a 'Wealth' Non-Combat cannot access that money for plot purposes. Any scion of a wealthy family who gets sent off to a Huntsman Academy logically speaking is either not going to be the actual heir or is in a situation where they are heir can be changed very quickly with very little legal ramifications. Some people's plots will be motivated by poverty and their family being in poverty, and having a character just run around with money-no-jutsu all the time to change all their plots feels empty and soulless.
Coming from a rich family and using it in your backstory is fine. Using that for plots is fine. Using money that isn't your character's (and it isn't) at will to affect plot is not fine. If you want to roleplay your character having nicer/more clothes or fancier looking tech or weapons as a result of wealth, that is perfectly fine. But the limit stops when it starts affecting the plot. Buying your friends lunch is fine. Hiring a band of mercenaries to beat up your bully isn't.
This does not include wealth that is gained IC through events or missions or other ways to legitimately earn money, this is mostly for wealth that your character just kind of has that they didn't have to work for or do anything to get.
Logically, my enhanced speed would make it so my attacks hit harder but I'm told I can't do that. What gives?
Click here for detailed explanation of why realism is very low on the totem pole of things we want to keep.
Can I use my Non-Combat Ability in combat if it makes sense?
No. Non-Combat Abilities are just that.
I feel like someone else's ability is worded stronger, should I change mine?
Two strength abilities, for example, of the same rank are exactly as powerful as each other regardless of the description. Nobody is allowed any advantages for 'writing their ability stronger' and if anyone does this please report it to staff.
Can I try to do other stuff I don't have any skills for? Like if I'm trying to fortify a house, can I try to use carpentry even if I don't have skill for it?
Sure! All skills you don't have are G-ranked, or untrained. If you were trying to build something, you'd be really bad at it and it would look like complete shit but it would offer some benefit. Think badly nailing planks to windows or something. They wouldn't be really secure or done very well, but they would provide some benefit if someone tried breaking in through that window!
Will I ever get more slots for abilities?
Yes. Once you get your first B ranked ability, you will unlock a sixth combat slot for your character. There is currently no way to increase slots for Non-Combat abilities, but we will re-evaluate in the future if there is significant demand.
Faunus have night vision in canon, do I need to spend an ability slot for that?
No, you don't. It would so rarely be relevant that I do not want to force Faunus players to spend an ability slot for this ability. Consider it a free perk to counterbalance all the emotional trauma and racism, as it were. Humans get no similar compensation except being the subject of much less racism, which is unfortunately not a mechanical bonus.
What happens if my character uses the weapon of another character? How does that work, mechanically?
It scales to the Martial Arts/Marksmanship rank of the wielder, provided they can justify why their martial arts skill applies. This has the implication that it is the wielder themselves doing most of the damage and that someone given a high lethality weapon would, even if they hit, not hit correctly and do much less damage with it. Let's the situation where this actually came up as an example. Colton, who normally uses a sabre and a shield takes the weapon of Jack which is a falchion. The ruling was and will remain consistent that Jack's F rank falchion raises to the martial arts level of the new user -- in this case D rank for Colton while in his hands if they can justify why they their martial arts skill applies to that weapon. In this case, Colton used a single edged bladed weapon of similar length and weight as his main weapon anyway and had a high martial arts skill so it was an easy decision. Skill can only take you so far if the quality of the weapon is subpar, though, so under no circumstances can the damage of the weapon exceed its actual rank by more than two ranks. (IE someone with C rank Marksmanship using an F rank gun can only boost its effectiveness to D rank.)
If the reverse happened in the Rochdale event and Jack with his G rank martial arts were to take Colton's D rank sabre, he would not be able to use it very well and the weapon would drop to G rank damage in his hands -- even worse than his falchion despite the rank of the weapon. While the weapon is similar, it is not the same and Jack would only be able to do more damage with his falchion because it is the weapon that he trains with and has practice on. For an example of what would not be justifiable, lots of characters have exotic weapons that are unique to them. Carmim's drum, for example, is absolutely nothing like a sword or any weapon that Colton would be trained in -- even with a high martial arts skill. Colton would use Carmim's drum as a G rank weapon in any circumstance unless for some reason undertook in-character drum fighting lessons.