Abilities (no ontology)
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This page lists the abilities of a [[Contestant|contestant]]. Abilities are actions, techniques, or bodily functions a contestant may perform, sometimes willingly, other times under the influence of [[Secondary effect|secondary effects]]. | This page lists the abilities of a [[Contestant|contestant]]. Abilities are actions, techniques, or bodily functions a contestant may perform, sometimes willingly, other times under the influence of [[Secondary effect|secondary effects]]. | ||
- | Abilities marked with a | + | * Abilities marked with a '''C''' are subjected to a cooldown period - after performing one of those abilities, the cooldown period prevents the Contestant from performing ANY of the such marked abilities. |
==== General ==== | ==== General ==== | ||
Line 8: | Line 8: | ||
** [[Ally Join|Ally join]] | ** [[Ally Join|Ally join]] | ||
- | ==== | + | ==== Body abilities ==== |
- | *[[Resting]] | + | |
+ | *[[Resting]] '''C''' | ||
*[[Waiting]] | *[[Waiting]] | ||
- | + | *[[Wounding self]] | |
- | *[[Wounding self]] | + | *[[Throwing up]] '''C''' |
- | + | ||
- | *[[Throwing up]] | + | |
- | ==== | + | ==== Basic combat abilities ==== |
- | *Fighting with [[Weapon|weapons]] | + | *Fighting with [[Weapon|weapons]] or [[unarmed combat]] |
*[[Ammunition|Reloading]] a weapon | *[[Ammunition|Reloading]] a weapon | ||
- | *[[Weapon accessory| | + | *[[Weapon accessory|Using weapon accessories]] |
- | *[[Weapon|Swapping]] | + | *[[Weapon|Swapping weapons and items]], in the inventory and the battlespace |
- | + | *Taking [[Cover|cover]] | |
- | *Taking [[Cover|cover]] | + | *Making use of [[Stealth]] |
- | * | + | *Attempting to [[Gameplay mechanics#Other_useful_ways_to_throw_2d6s|escape]]. |
- | *Attempting to | + | |
- | + | ||
- | ==== | + | ==== Special combat techniques ==== |
- | *[[ | + | Only one technique from this list can be attempted in a given turn. |
+ | |||
+ | '''Techniques that can be performed with any firearm:''' | ||
+ | *[[Point shooting]] | ||
+ | |||
+ | '''Techniques that require a specific accessory to perform:''' | ||
+ | *[[Charging]] | ||
+ | *[[Concentrating]] | ||
+ | *[[Weapon accessory#Red dot sights|Multiple targeting]] | ||
+ | |||
+ | '''Techniques that must be learned at a shop before being able to use them:''' | ||
+ | *All [[Unarmed combat#Martial arts techniques|Martial arts techniques]] (learned at a Dojo) | ||
+ | *[[Lightning Reload]] (learned at a Shooting Range) | ||
+ | |||
+ | '''Techniques that require reaching a certain skill level (automatically learned if the requisite skill level is reached):''' | ||
+ | |||
+ | * Firearm techniques: | ||
+ | ** '''Failure Drill''' (DA Revolver, Expert) | ||
+ | ** '''Failure Drill''' (Semi-auto pistol, Expert) | ||
+ | ** '''Failure Drill''' (Semi-auto rifle, Expert) | ||
+ | ** '''Failure Drill''' (Semi-auto shotgun, Expert) | ||
+ | ** '''Fanning''' (SA revolver, Expert) | ||
+ | ** '''Mad Minute''' (Bolt-action, Expert) | ||
+ | ** '''Recoil Control Stance''' (Auto pistol, Expert) | ||
+ | ** '''Recoil Control Stance''' (Auto rifle, Expert) | ||
+ | ** '''Recoil Control Stance''' (Auto shotgun, Expert) | ||
+ | ** '''Rifleman Trick''' (Lever-action, Expert) | ||
+ | ** '''Zero's Trick''' (Pump-action, Expert) | ||
+ | |||
+ | * Melee weapon techniques: | ||
+ | ** '''Any-Bash''' (One-handed clubs, Expert) | ||
+ | ** '''Any-Bash''' (Two-handed clubs, Expert) | ||
+ | ** '''Any-Throw''' (Thrown weapons, Expert) | ||
+ | ** '''Backlash''' (Whips/Lash weapons, Expert) | ||
+ | ** '''Desperate Smash''' (Crude weapons, Expert) | ||
+ | ** '''Double Cleave''' (Axes, Expert) | ||
+ | ** '''Double Cleave''' (One-handed swords, Expert) | ||
+ | ** '''Double Cleave''' (Two-handed swords, Expert) | ||
+ | ** '''Stabbing Rush''' (Knives, Expert) | ||
+ | |||
+ | '''Other techniques''' | ||
+ | *Certain '''special techniques''', which are not initially available and only granted in certain conditions. | ||
+ | |||
+ | ==== NPC abilities ==== | ||
*[[Identification|Identifying]] unknown [[Medical aid|meds]] and unknown [[Valuable|gems]] | *[[Identification|Identifying]] unknown [[Medical aid|meds]] and unknown [[Valuable|gems]] | ||
- | |||
*[[Contact call]], using a [[mobile phone]] | *[[Contact call]], using a [[mobile phone]] | ||
+ | |||
+ | ==== [[Gameplay mechanics#Skills|Skills]] abilities ==== | ||
+ | *[[Hunting]] and butchering creatures for meat | ||
+ | *[[Crafting]] items from ingredients | ||
+ | *[[Handloading]] ammunition from components | ||
+ | *[[Mines|Mining]] ores | ||
+ | *[[Negotiating]] better deals and prices in shops | ||
+ | *[[Repairing]] items | ||
+ | *[[Lockpicking]], an ability useful when around [[Containers]] | ||
+ | *'''Healing''': [[Healing massage]], gained at Healing Skill lv3 (Skilled) | ||
+ | *'''Evading''': [[Evasion abilities]] | ||
== See also == | == See also == |
Latest revision as of 23:31, 25 November 2018
This page lists the abilities of a contestant. Abilities are actions, techniques, or bodily functions a contestant may perform, sometimes willingly, other times under the influence of secondary effects.
- Abilities marked with a C are subjected to a cooldown period - after performing one of those abilities, the cooldown period prevents the Contestant from performing ANY of the such marked abilities.
General
- In almost every situation, a contestant can examinate the room, his/her encounter, or items he/she finds. This can be useful to know more about an item, to know about what the encounter looks like (notably, by describing the Physio code, or, if failing that, giving a general description), and so on.
- A contestant is also able to interact with NPCs and certain items, switches or machinery found in some rooms.
Body abilities
Basic combat abilities
- Fighting with weapons or unarmed combat
- Reloading a weapon
- Using weapon accessories
- Swapping weapons and items, in the inventory and the battlespace
- Taking cover
- Making use of Stealth
- Attempting to escape.
Special combat techniques
Only one technique from this list can be attempted in a given turn.
Techniques that can be performed with any firearm:
Techniques that require a specific accessory to perform:
Techniques that must be learned at a shop before being able to use them:
- All Martial arts techniques (learned at a Dojo)
- Lightning Reload (learned at a Shooting Range)
Techniques that require reaching a certain skill level (automatically learned if the requisite skill level is reached):
- Firearm techniques:
- Failure Drill (DA Revolver, Expert)
- Failure Drill (Semi-auto pistol, Expert)
- Failure Drill (Semi-auto rifle, Expert)
- Failure Drill (Semi-auto shotgun, Expert)
- Fanning (SA revolver, Expert)
- Mad Minute (Bolt-action, Expert)
- Recoil Control Stance (Auto pistol, Expert)
- Recoil Control Stance (Auto rifle, Expert)
- Recoil Control Stance (Auto shotgun, Expert)
- Rifleman Trick (Lever-action, Expert)
- Zero's Trick (Pump-action, Expert)
- Melee weapon techniques:
- Any-Bash (One-handed clubs, Expert)
- Any-Bash (Two-handed clubs, Expert)
- Any-Throw (Thrown weapons, Expert)
- Backlash (Whips/Lash weapons, Expert)
- Desperate Smash (Crude weapons, Expert)
- Double Cleave (Axes, Expert)
- Double Cleave (One-handed swords, Expert)
- Double Cleave (Two-handed swords, Expert)
- Stabbing Rush (Knives, Expert)
Other techniques
- Certain special techniques, which are not initially available and only granted in certain conditions.
NPC abilities
- Identifying unknown meds and unknown gems
- Contact call, using a mobile phone
Skills abilities
- Hunting and butchering creatures for meat
- Crafting items from ingredients
- Handloading ammunition from components
- Mining ores
- Negotiating better deals and prices in shops
- Repairing items
- Lockpicking, an ability useful when around Containers
- Healing: Healing massage, gained at Healing Skill lv3 (Skilled)
- Evading: Evasion abilities