Abilities (no ontology)

From Mazeworld

(Difference between revisions)
(Weapons and fighting)
(Weapons and fighting)
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*[[Weapon|Swapping]] between weapons, whether equipped, spare, or on the floor
*[[Weapon|Swapping]] between weapons, whether equipped, spare, or on the floor
*[[Charging]] with a weapon or a bayonet
*[[Charging]] with a weapon or a bayonet
-
*Entering [[Scope mode|scope mode]], if a weapon with a [[Weapon accessory|scope]] is available
+
*[[Concentrating]], if a weapon with a high power [[Weapon accessory|scope]] is available
*Taking [[Cover|cover]], allowing for [[Stealth shot|stealth]] attacks if hiding was successful
*Taking [[Cover|cover]], allowing for [[Stealth shot|stealth]] attacks if hiding was successful
*Attempting to use [[Unarmed combat]] and martial arts techniques (which work differently)
*Attempting to use [[Unarmed combat]] and martial arts techniques (which work differently)

Revision as of 22:57, 12 December 2014

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 desires not to deal with explicit content.
  • 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.

Bodily abilities

Each of these are normally optional, but correspond to situations and needs which may be triggered by effects.

Weapons and fighting

  • Fighting with weapons
  • Reloading a weapon
  • Equipping an accessory
  • Swapping between weapons, whether equipped, spare, or on the floor
  • Charging with a weapon or a bayonet
  • Concentrating, if a weapon with a high power scope is available
  • Taking cover, allowing for stealth attacks if hiding was successful
  • Attempting to use Unarmed combat and martial arts techniques (which work differently)
  • Attempting to slip past encounters unnoticed, pin down/grapple an opponent or flee during combat - covered in gameplay mechanics.
  • Using certain special abilities, which are not initially available and only granted in certain conditions.

Equipment and items

See also