Abilities (no ontology)
From Mazeworld
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Revision as of 19:35, 12 June 2012
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 dagger † denotes an action that may not be described when a player is using the censored mode of the game.
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 what body parts it has), and so on.
- A contestant is also able to interact with NPCs and certain items, switches or machinery found in some rooms.
General abilities
- Resting
- Pleasuring self †
- Meditating
- Ally join to have an NPC fighting by the contestant's side (Mandatory for certain missions.)
- Being able to make a wish when granted the right to
- Wounding self † (which can be used for a suicide, and is needed to pass a certain trap)
- Urinating † or Defecating †
- Throwing up †
Weapons and fighting
Contestants are pretty much free to attempt anything they want and attack in any way they see fit, but certain special actions are available, albeit subject to certain rules.
- Reloading a weapon
- Equipping an accessory
- Swapping between an equipped and a spare weapon
- Entering scope mode, if a weapon with a scope is available
- Taking cover, allowing for stealth attacks if hiding was successful
- Asking a NPC to join the contestant - the contestant can only have one partner. One mission has a mandatory partner.
- Attempting to slip past encounters unnoticed, pin down/grapple an opponent or flee during combat - covered in gameplay mechanics, section Fighting mechanics and RNG under "Other useful ways to throw 2d6s".
Equipment and items
- Crafting items
- Identifying unknown meds and unknown gems