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]].
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Abilities marked with a dagger † denotes an action that may not be described when a player [[Gameplay mechanics#Explicit content|desires not to deal with explicit content]].
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* 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 ====
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** [[Ally Join|Ally join]]
** [[Ally Join|Ally join]]
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==== Bodily abilities ====
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==== Body abilities ====
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*[[Resting]]
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*[[Resting]] '''C'''
*[[Waiting]]
*[[Waiting]]
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*[[Pleasuring self]] †
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*[[Wounding self]]
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*[[Wounding self]]
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*[[Throwing up]] '''C'''
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*[[Urinating]] † or [[Defecating]] †
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*[[Throwing up]]
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==== Weapons and fighting ====
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==== Basic combat abilities ====
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*Fighting with [[Weapon|weapons]]
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*Fighting with [[Weapon|weapons]] or [[unarmed combat]]
*[[Ammunition|Reloading]] a weapon
*[[Ammunition|Reloading]] a weapon
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*[[Weapon accessory|Equipping an accessory]]
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*[[Weapon accessory|Using weapon accessories]]
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*[[Weapon|Swapping]] between weapons, whether equipped, spare, or on the floor
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*[[Weapon|Swapping weapons and items]], in the inventory and the battlespace
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*Entering [[Scope mode|scope mode]], if a weapon with a [[Weapon accessory|scope]] is available
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*Taking [[Cover|cover]]
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*Taking [[Cover|cover]], allowing for [[Stealth shot|stealth]] attacks if hiding was successful
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*Making use of [[Stealth]]
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*Attempting to use [[Unarmed combat]] and martial arts techniques (which work differently)
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*Attempting to [[Gameplay mechanics#Other_useful_ways_to_throw_2d6s|escape]].
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*Attempting to '''slip past encounters unnoticed''', '''pin down/grapple an opponent''' or '''flee during combat''' - covered in [[Gameplay mechanics#Other_useful_ways_to_throw_2d6s|gameplay mechanics]].
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*Using certain '''special abilities''', which are not initially available and only granted in certain conditions.
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==== Equipment and items ====
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==== Special combat techniques ====
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*[[Crafting]] items
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Only one technique from this list can be attempted in a given turn.
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'''Techniques that can be performed with any firearm:'''
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*[[Point shooting]]
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'''Techniques that require a specific accessory to perform:'''
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*[[Charging]]
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*[[Concentrating]]
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*[[Weapon accessory#Red dot sights|Multiple targeting]]
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'''Techniques that must be learned at a shop before being able to use them:'''
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*All [[Unarmed combat#Martial arts techniques|Martial arts techniques]] (learned at a Dojo)
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*[[Lightning Reload]] (learned at a Shooting Range)
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'''Techniques that require reaching a certain skill level (automatically learned if the requisite skill level is reached):'''
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* Firearm techniques:
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** '''Failure Drill''' (DA Revolver, Expert)
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** '''Failure Drill''' (Semi-auto pistol, Expert)
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** '''Failure Drill''' (Semi-auto rifle, Expert)
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** '''Failure Drill''' (Semi-auto shotgun, Expert)
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** '''Fanning''' (SA revolver, Expert)
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** '''Mad Minute''' (Bolt-action, Expert)
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** '''Recoil Control Stance''' (Auto pistol, Expert)
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** '''Recoil Control Stance''' (Auto rifle, Expert)
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** '''Recoil Control Stance''' (Auto shotgun, Expert)
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** '''Rifleman Trick''' (Lever-action, Expert)
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** '''Zero's Trick''' (Pump-action, Expert)
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* Melee weapon techniques:
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** '''Any-Bash''' (One-handed clubs, Expert)
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** '''Any-Bash''' (Two-handed clubs, Expert)
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** '''Any-Throw''' (Thrown weapons, Expert)
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** '''Backlash''' (Whips/Lash weapons, Expert)
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** '''Desperate Smash''' (Crude weapons, Expert)
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** '''Double Cleave''' (Axes, Expert)
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** '''Double Cleave''' (One-handed swords, Expert)
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** '''Double Cleave''' (Two-handed swords, Expert)
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** '''Stabbing Rush''' (Knives, Expert)
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'''Other techniques'''
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*Certain '''special techniques''', which are not initially available and only granted in certain conditions.
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==== NPC abilities ====
*[[Identification|Identifying]] unknown [[Medical aid|meds]] and unknown [[Valuable|gems]]
*[[Identification|Identifying]] unknown [[Medical aid|meds]] and unknown [[Valuable|gems]]
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*[[Lockpicking]], an ability useful when around [[Containers]]
 
*[[Contact call]], using a [[mobile phone]]
*[[Contact call]], using a [[mobile phone]]
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==== [[Gameplay mechanics#Skills|Skills]] abilities ====
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*[[Hunting]] and butchering creatures for meat
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*[[Crafting]] items from ingredients
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*[[Handloading]] ammunition from components
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*[[Mines|Mining]] ores
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*[[Negotiating]] better deals and prices in shops
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*[[Repairing]] items
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*[[Lockpicking]], an ability useful when around [[Containers]]
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*'''Healing''': [[Healing massage]], gained at Healing Skill lv3 (Skilled)
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*'''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

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:

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

Skills abilities

See also