Abilities
From Megaman Mush Wiki
| Simple | Moderate | Rare | Restricted |
| --------- | --------- | --------- | --------- |
| Aquatics | Armor | Deflect | Decontaminate |
| Burrow | Blink | Enhanced Senses | Reflect |
| First Aid | Disguise | Infiltration | Telekinesis |
| Flight | Forcefield | Interception | |
| Generator | Hacking | ||
| Hover | Heal | Inappable | |
| Jury Rig | Holograms | --------- | |
| Zero-G | Ride Armor | Advanced Blink | |
| Robotics | Buster | ||
| Stealth | Emulate |
Details on many of these abilities, in terms of the code behind them and rules, can be found in News Combat.
Contents |
Easy
- Burrow - This ability allows you to tunnel deep into the Earth and access the underground rooms.
- Aquatics - Allows you to both swim and submerge yourself underwater. It also allows you to fight underwater without penalties. Includes being built waterproofed against the extreme depths of the sea and to resist the incredible pressures involved with deep sumbersion. Lacking this ability means you will be at a disadvantage in water-based battles, and you will probably require specialized and clunky external equipment to operate underwater. RP accordingly.
- First Aid - Minor first aid to organic targets. Repairs humans and Bioroids.
- Flight - Allows you to fly and access the sky rooms. Regularly nerfed.
- Generator - The ability to give someone else some of your WE.
- Hover - Allows a character to lift off of the ground and hover in mid-air without gaining much overall height. Characters with hover can pass over water-surface rooms.
- Jury Rig - Minor repairs to mechanical targets. Repairs Cyborgs and robots.
- Zero-G - The ability to fight in space or a space-like environment, such as the upper atmosphere, effectively. Being built to resist depressurization, random stray radiation, and a lack of things to run on are implied. Lack of this ability means you will be at a disadvantage in space-based battles, and you will probably run into a number of problems; you may need clunky external equipment, for example. RP accordingly.
Moderate
- Armor - The capability to change between different armors. See 'News Armor' for more detail.
- Blink - Short range teleportation, see 'News Blink'.
- Disguise - Allows you to disguise yourself through mundane means to appear to be someone you are not. See 'News Disguise.'
- Forcefield - Allows you to raise a forcefield around yourself once in combat.
- Hacking - Allows you to break into foreign computers and crack security systems.
- Heal - Allows you to give thorough treatment of organic targets. Repairs Cyborgs and Humans.
- Holograms - The ability to project holographic images, whether solid or not.
- Ride Armor - Allows you to operate combat-coded vehicles such as Ride Armors or Tanks.
- Robotics - Allows you to give thorough repairs to a robotic target. Repairs Androids, Bioroids, Reploids, and Hybrids.
- Stealth - The ability to move without being seen or heard; whether through moving quietly with sonic supression systems or becoming invisible.
Rare
- Deflect - The ability to deflect incoming attacks, see 'News Deflect'.
- Enhanced Senses - Allows you to detect stealthed individuals or hear whispers, whether through simple radar, infrared, enhanced_hearing, or some other means.
- Infiltration - Allows you to infiltrate an enemy base. See 'News Rules' for more info.
- Interception - Allows you to intercept both tightbeam transmissions within a room you are in, and receive garbled broadband transmissions you are not on. It also allows a chance to crack broadband frequencies based on the intelligence stat.
Restricted
- Reflect - Allows you to reflect a fraction of an attack's damage back at your opponent. See 'News Reflect'.
- Telekinesis - Allows you to levitate small or large items using waves of air, electricity, or gravity (to name the most common examples). Telekinesis is always done by a scientific method, not by 'mental' powers.
Inappable
- Advanced Blink - Allows Dark Man or Cyber Peacock ONLY to teleport anywhere on the grid.
- Buster - Allows Dark Man, Rock, Bass, Lumine and Alia to steal weapons from other characters and add them to their arsenal. Megaman.exe and Bass.exe can also utilize this ability in Cyberspace.
- Emulate - Allows Axl, Lumine, and Dark Man ONLY to use the statstical setup of another character for a limited amount of time.
All abilities applied for must be justified in the application. The rarer the ability, the more difficult it will be to justify, and the more unlikely it is you will recieve more than one of this type of ability. Other than this, however, there are no restrictions as to how many abilities you can apply for. It is reccommended that you only apply for abilities that fit your character concept. If an ability seems tacked-on or extraneous, the administration may ask you to remove it.
In the case of some abilities, it is not nessicary to apply for the novice version if you have applied for the advanced version.
Characters with the following advanced abilities are automatically assumed (and, in the code, assumed) to have the benefits of the corresponding novice ability. If you have the advanced ability, you do not need to apply for the novice version as well.
Advanced |
Novice | |
Heal |
---> |
First Aid |
Robotics |
---> |
Jury Rig |
Flight |
---> |
Hover |
It is possible for a character to have Zero-G, meaning they can operate in space, but, not Flight (meaning they need some other method to get to space).
It is possible to apply for new abilities after character creation, if there is enough justification for them, and there has been roleplay to justify the addition. Just about any ability can be earned this way, though, the rarer the ability, the more difficult it may be for you to earn and learn. Also, abilities that you learn to do, such as First_aid, are, obviously, more easy to earn than abilities that may have to be built into you, such as Flight.
Whether or not an added ability is acceptable is up to your faction administrator or, in some cases, the character staffer. Staffers may request logs to prove that your charcter has been working to learn the new ability. Staff has the final word as to whether any ability applications are approved.
Go back: News Files.
