Difference between pages "Abilities" and "Hebizuka's Favors"

From MazeWorld
(Difference between pages)
Jump to: navigation, search
 
 
Line 1: Line 1:
 
{{Navigation
 
{{Navigation
| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[{{PAGENAME}}]]
+
| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[Abilities]] '''→'''  [[{{PAGENAME}}]]
 
}}
 
}}
  
During the course of a MazeWorld session, there are a number of abilities, moves and techniques that your character can perform. Some of which are basic in nature and can be performed by virtually any character, with little to no pre-requisites. Others are more specialized in nature, and may require learning, purchasing, or reaching some other more difficult pre-requisite.
+
Calling in one of '''Hebizuka's Favors''' is an ability that can be performed by a '''player''' character.
  
Furthermore, many of these abilities may behave differently when performed in Normal mode and Combat mode, and in fact, certain abilities can only be performed in Combat mode.
+
== Use ==
  
 +
Hebizuka's Favors are a flavorful name for an "edge" mechanic. The purpose of a Favor is to change an outcome that would normally be decided by rolling dice, typically in your favor.
  
= Basic abilities =
+
* All characters can hold a maximum of '''3 Favors''' and start with the maximum number.
 +
* Certain [[Character traits|traits]] can change the number of Favors you start with.
 +
* If your character has less than their maximum number of Favors, they '''automatically regain 1 Favor on [[Daily Reset]]'''.
  
In general, you may, as a free action, observe your surroundings, know what items, creatures, room furniture and available cover is in a given room, so long as they are clearly visible. You can also always observe and examine any given single object or creature, and request to know more about it or what it looks like.
+
=== When to call in a Favor ===
  
This list also does not describe how to use items; check each respective page for details on those - or how to move and deal with the battlespace; for that, please check [[Combat mode]].
+
You can call in (or "burn") a Favor to perform any of the following:
  
* Taking [[Cover]]
+
* '''Do-over:''' After making an attack check, reroll it completely (including any applicable multi-projectile checks, shrapnel checks, etc.). You can decide which string to keep.
* [[Resting]]
+
* '''Mulligan:''' After making an attack check, change a single attack roll to a solid hit. Any multi-projectile checks, shrapnel checks, etc. do not change.
* [[Waiting]]
+
* '''Ninja step:''' Skip a Stealth Cover check to guarantee a success
 
+
* '''Retreat:''' Skip an Escape check to guarantee a success
 
+
* '''Hunter's call ([[Hunting]] skill)''': Reroll a meat harvest check
= Combat techniques =
+
* '''Brass finder ([[Handloading]] skill)''': Skip the roll to find spent cases/hulls; the first 50 in the room are guaranteed. If less than 50 are in the room, they are all guaranteed.
 
+
* '''Strike the earth! ([[Mining]] skill)''': When mining ore patches, the current room gains a '''second''' ore patch. Use the same rarity as the first to generate.
This list describes techniques and abilities that can be performed during combat, provided that technique has been learned. They generally allow you to use weapons in different ways. Unless listed otherwise, it is generally not possible to combine multiple techniques in a single turn.
+
* '''Silver tongue ([[Negotiating]] skill)''': Reroll a Negotiation check and keep the best result.
 
+
* '''Back to life ([[Repairing]] skill)''': Choose one:
Each ability listed below is grouped by pre-requisites:
+
** Reroll a Zero Condition repair check and keep the best result
 
+
** Double the effect of a standard repair
=== Requires a specific item ===
+
* '''Designated healer ([[Healing]] skill)''': Choose one:
 
+
** Skip the success check when using a [[Crafting items|Rag]] to heal a wound
* [[Charging]] (Any Staff/Pole weapon that can deal Piercing damage, or any firearm equipped with a bayonet; the latter case is specifically called a ''Bayonet charge'')
+
** Gain +1 bonus HP to all limbs when using a [[Meds|FAK or FSK]], on top of the existing skill bonus.
* [[Concentrating]] (Any firearm equipped with a high-power or extreme-power scope)
+
* '''Dodger's gadget ([[Evasion]] skill)''': Change a single Dodge roll to a success.
* [[Dual wielding]] (Two weapons, with some restrictions on what kinds of weapons can be dual-wielded)
+
* [[Multiple targeting]] (Any firearm equipped with a red dot sight)
+
* [[Steady aiming]] (Any firearm, excluding flamethrowers, hand grenades, and planted explosives)
+
* [[Point shooting]] (Any firearm, excluding flamethrowers, hand grenades, and planted explosives)
+
 
+
=== Requires purchasing lessons ===
+
 
+
* [[Unarmed combat|Martial arts techniques]] (learned at a [[dojo]]; several exist, see page for details)
+
 
+
* [[Lightning reload]] (learned at a [[shooting range]], requires specific types of firearms to perform; see page for details)
+
* [[Shaft Splitter]] (learned at a [[dojo]], requires Expert in Archery; see page for details)
+
* [[Two Become One]] (learned at a [[dojo]], requires Expert in both One-handed swords and Two-handed swords; see page for details)
+
 
+
=== Learned at a certain [[Skills|skill level]] ===
+
 
+
Firearm techniques:
+
* [[Failure Drill]] (Expert level; DA revolver, Semi-auto pistol, Semi-auto rifle, Semi-auto shotgun)
+
* [[Fanning]] (Expert level; SA revolver)
+
* [[Mad Minute]] (Expert level, Bolt-actions)
+
* [[Recoil Control Stance]] (Expert level; Automatic pistol, Automatic rifle, Automatic shotgun, intended for '''full-auto''' firearms)
+
* [[Hyper Burst]] (Expert level; Automatic pistol, Automatic rifle, Automatic shotgun, intended for '''burst''' firearms)
+
* [[Rifleman Trick]] (Expert level; Lever-actions)
+
* [[Zero Trick]] (Expert level; Pump-actions)
+
 
+
Melee weapon techniques:
+
* [[Any-Bash]] (Expert level; One-handed clubs, Two-handed clubs)
+
* [[Any-Throw]] (Expert level; Thrown weapons)
+
* [[Backlash]] (Expert level; Whip/lash weapons)
+
* [[Desperate Smash]] (Expert level; Crude weapons)
+
* [[Double Cleave]] (Expert level; Axes, One-handed swords, Two-handed swords)
+
* [[Stabbing Rush]] (Expert level; Knives)
+
 
+
=== Natural attacks ===
+
 
+
Certain species have what is referred to as '''natural attacks'''; the natural capability to perform one or multiple specific attacks or techniques, usually unique to their species and with their very own damage tables and stats. For more information on each species' natural attacks, refer to individual [[Creatures|creature pages]].
+
 
+
 
+
= Abilities from special resources =
+
 
+
Certain abilities are special, and require the accumulation and use of a special resource.
+
 
+
* [[Angelic powers]] - A set of techniques unique to angelic creatures, requiring the use of '''Angelic Energy'''.
+
* [[Demonic powers]] - A set of techniques unique to demonic creatures, requiring the use of '''Demonic Energy'''.
+
* [[Tanuki Shapeshifting]] - A set of techniques unique to [[tanuki]], requiring the use of '''Tanuki Balls'''.
+
 
+
 
+
= Abilities from non-combat skills =
+
 
+
Certain abilities are tied to certain [[Skills|non-combat skills]]. Some are unlocked when reaching a certain skill level; others are available to all characters.
+
 
+
* [[Healing]] skill: '''[[Healing massage]]''' (unlocked at Skilled level)
+
* [[Evading]] skill: '''[[Evading#Dodge|Dodge]]''' and '''[[Evading#Counter|Counter]]'''
+
 
+
 
+
= Abilities from character traits =
+
 
+
Certain abilities are tied to certain [[Character traits]].
+
 
+
* '''[[Danger close]]''', unlocked by the '''Ninja''' trait.
+
* '''[[Improvised repairs]]''', unlocked by the '''Improvised smith''' trait.
+
  
 
[[Category:Abilities]]
 
[[Category:Abilities]]

Revision as of 02:41, 4 October 2023

Navigation: Main Page Game mechanics Abilities Hebizuka's Favors




Calling in one of Hebizuka's Favors is an ability that can be performed by a player character.

Use

Hebizuka's Favors are a flavorful name for an "edge" mechanic. The purpose of a Favor is to change an outcome that would normally be decided by rolling dice, typically in your favor.

  • All characters can hold a maximum of 3 Favors and start with the maximum number.
  • Certain traits can change the number of Favors you start with.
  • If your character has less than their maximum number of Favors, they automatically regain 1 Favor on Daily Reset.

When to call in a Favor

You can call in (or "burn") a Favor to perform any of the following:

  • Do-over: After making an attack check, reroll it completely (including any applicable multi-projectile checks, shrapnel checks, etc.). You can decide which string to keep.
  • Mulligan: After making an attack check, change a single attack roll to a solid hit. Any multi-projectile checks, shrapnel checks, etc. do not change.
  • Ninja step: Skip a Stealth Cover check to guarantee a success
  • Retreat: Skip an Escape check to guarantee a success
  • Hunter's call (Hunting skill): Reroll a meat harvest check
  • Brass finder (Handloading skill): Skip the roll to find spent cases/hulls; the first 50 in the room are guaranteed. If less than 50 are in the room, they are all guaranteed.
  • Strike the earth! (Mining skill): When mining ore patches, the current room gains a second ore patch. Use the same rarity as the first to generate.
  • Silver tongue (Negotiating skill): Reroll a Negotiation check and keep the best result.
  • Back to life (Repairing skill): Choose one:
    • Reroll a Zero Condition repair check and keep the best result
    • Double the effect of a standard repair
  • Designated healer (Healing skill): Choose one:
    • Skip the success check when using a Rag to heal a wound
    • Gain +1 bonus HP to all limbs when using a FAK or FSK, on top of the existing skill bonus.
  • Dodger's gadget (Evasion skill): Change a single Dodge roll to a success.