Clockwork

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Clockwork
Noimg.png
Technology
Invented by Qadir
Used by All races, notably Qadir
Common uses
  • Extreme varied functions
Rarity Uncommon
Proficiency Finecraft

Of all professions, Clockwork Engineering is perhaps one of the most precise yet abstract in its own way. Few grasp it, yet the Qadir in Farah’deen have mastered it with extraordinary inventions as a result. For centuries, these desert people have refined the craft of mechanics, carefully utilising the Soul Essence of the dead to power their creations. While this craft is not as great as it once was during the reign of the Sariyd Empire, every day new machines are created for purposes as simple as scrubbing the floor, to as complex as true golem guardians to keep one safe. With the endless possibilities Clockwork brings, people skilled in Finecraft Arts will hardly if ever find themselves coming up with the same creations.

Designing Clockwork

The Clockwork system is designed in such a way that it is a fluid system with strict rules, while also allowing players the freedom to design their own machines with a number of variables. Clockwork Engineering builds on so called Hardware (which is Clockwork used and worn by a person) and Software (which is Clockwork that functions independently from the user or wielder). Both Hardware and Software use so called Qatil Cores, which are built around Qatil Batteries, designed to fulfill a certain function with components. Most Clockwork Engineers are capable of producing any type of Hardware, requiring lower Proficiency points in Finecraft Arts. More advanced Qatil Cores require higher Proficiency points invested. Additionally, Clockwork also derives some functionality from Qadir Spirit Force, allowing specific Qatil Cores which only function when wielded by a Qadir, due to their ability to channel their own Soul Essence into Clockwork that they wield.

Clockwork Software

Clocktik Spiders

While most Software objects are stationary, Clocktik Spiders are a common exception to the rule. A character needs 20 points into Finecraft Sciences to produce them. While called Clocktik Spiders, they come in all shapes of arachnids. Clocktik Spiders are in essence household robots that perform tasks around the house. They can be as small as a hamster, to the size of a big dog, but can never be used offensively or defensively. They typically have no personality, and simply do what they are programmed to do.

Clockwork Hardware

Clockwork Hardware is always the same, meaning, there is only a limited number of Hardware items that can be made and worn. Additionally, there are some rules in place in terms of the usage of Hardware. A good example of Clockwork Hardware is the true and tested Clockwork gauntlet, which acts like a brass and copper glove that rests on the hand, and usually extends to the wrist and part of the lower arm. Hardware requires charge exposure to the Soul Rivers of Aloria, as they mostly tap their power source directly from the world around them. As such, the first rule of using Clockwork Hardware, is that it must never be obscured. Clockwork cannot be covered with cloth, or armor, and must always “breathe” the open air to be able to function. Even covering it momentarily and then revealing it before use will not work, Hardware needs constant exposure to open air to be able to properly stay connected to the Soul Rivers. However, Clockwork still functions underwater, as being submerged still counts as being exposed to the Soul Rivers.

Furthermore, all Hardware must be visible on a Minecraft Skin, and hardware that is not present on a Minecraft Skin may not be used in Roleplay. Skin layers of each individual Hardware item is available below, from where you can download it, and apply it on top of your skin. Again, be mindful that every part of the Hardware must be visible on the skin at all times, otherwise it will simply not function. Editing the skin is allowed to a minimum, meaning it has to always be recognizable as a Hardware item. You may change the shade of metal, and the shading itself, but it always has to maintain the shape, and the Cores must always be visible. In case of diverting eye shapes and placements, you may remove or remodel pieces like the Visor or Mask, as long as it is still recognizable as Hardware. Any number of combinations of Clockwork Hardware can be worn, but every piece of Hardware must be made IC by a Clockwork Engineer, and must be present on the skin while it is being used.

Hardware Type Minimum Proficiency Skin File Description
Gauntlet 5 LeftGauntlet, RightGauntlet, Left Alex Model, Right Alex Model Whether worn on one hand or on both, Gauntlets can be useful for a variety of hand-operated functions.
Harness 10 Harness, Alex Model Body Harnesses as opposed to individual limb items, apply their effects over the whole body through the ribcage as central nerve system.
Belt 10 Belt Often mistaken for a wrestling belt, a Clockwork Waist Belt is used to expel a function around the wearer instead of on them.
Visor 10 FemaleLeftVisor, FemaleRightVisor, MaleRightVisor, MaleLeftVisor Visors can be worn on one eye or on both, and impart a variety of optical functions to the wearer.
Facemask 10 Mask Facemasks only cover the lower half of the face (nose, mouth and jaw) but impart a variety of functions on the user.

Hardware Qatil Cores

As a general rule, Qatil Cores must also be produced IC, and require a specific Proficiency to produce. Each of the above Hardware skin items (as well as their lore counterparts) have specific spots on the Hardware item that act as sockets for the Qatil Cores. Every Hardware item is hard-coded to have only 2 Qatil Cores available for them (though there may be special Progression Artifacts which have more than 2 sockets), allowing any combination of socketed Cores to provide a unique effect. Reference the tables below for the effects of each individual Core, as well as their functions when combined with other Cores. Before looking at the combination charts however, here follows a list of the basic Core Themes. It is absolutely necessary for your skin to reflects Clockwork Hardware in order to be able to use it in roleplay. Roleplaying out the functions of Hardware without it being visible on your skin is against the rules. If you have trouble adding Clockwork items to your skin, consult a community skinner, or ask for help in the Qadir community on the RP Community Discord. It is absolutely crucial that you do not alter the Clockwork skins, besides the color of the Cores, which are default in white on the skin pieces provided above. If you suspect someone of misusing Clockwork lore, send a ticket to Lore Staff for suspected god-rp.

  • A Blue Core is a core built with cold tech, designed to withstand cold temperatures, but also to provide protective essence and calmness. It has a beautiful Lapiz Lazuli like surface, with a dim light inside. This core requires 5 Finecraft Arts Proficiency.
  • A Red Core is a core built with hot tech, designed to withstand fire and heat, but also to provide a harmful essence and energy. It has a ruby-like color with a flicker of yellow pulsing inside of it. This core requires 5 Finecraft Arts Proficiency.
  • A Green Core is a core built with earthen techniques, designed to commune with living things and interact with living essence and materials. It has a strong emerald color, yet cracks of glowing gold appear on the surface. This core requires 5 Finecraft Arts Proficiency.
  • A Yellow Core is a core built during thunderous storms, harnessing the excessive power of raging thunder. Yellow cores are wispy and unpredictable, and vary greatly from Hardware to Hardware, appearing like simple yellow glass beads. This core requires 10 Finecraft Arts Proficiency.
  • A Purple Core is a core touched by magical essences, by which it reacts and tries to react to magical currents or powers. This core appears almost like a liquid somehow defying gravity and retaining a brilliant purple shade. This core requires 10 Finecraft Arts Proficiency.
  • A White Core is a unique Qadir core which is produced from Qatil charged Quartz. White cores can only be used by the Qadir or made by the Qadir, since both the use and production requires the use of Spirit Force, which only the Qadir are capable of.

As a general rule, two cores of the same color do not enhance the effect of the same type, in fact they remain the same. When two cores of the same type are inserted, they act as if they were a single core of that type. The functions of cores only changes when cross-core combinations are made, which can be referenced ber Hardware item below. Note, it is also not possible to un-socket Cores on the fly. A Clockwork Engineer will need to unsocket Cores in safety in their workshop, as forcibly removing a socketed Core from Hardware may cause it to explode. It is also not allowed to have two different Visors in one’s inventory, just switching from piece to piece. In order to switch to multiple owned objects, a character must go home and go through the Hardware switch process before returning to the roleplay.

Gauntlet Qatil Essence Powers

As a general rule, Gauntlets require physical touch to function one way or another, but may also cause some sort of ranged function depending on the Cores used. These abilities are gained only while the Gauntlet is worn, and activate based on their Abilities classification. All Gauntlet Powers are considered to be Toggle Passives, unless listed otherwise.

Core Type Blue Red Green Yellow Purple White
Blue The Gauntlet is able to freeze liquid with touch. Inserting the Gauntlet into liquid will freeze the water around it rapidly for 2 blocks when activated. The gauntlet is also cold immune.
Red The Gauntlet is able to evaporate any substance with touch. Inserting the gauntlet into liquid will evaporate up to a bucket size. It can also be used to create a perfume by touching a flower, releasing its aroma into the air. The Gauntlet is able to ignite the fingers, causing them to be inflamed, burning at the brightness of a torch.
Green The Gauntlet is able to save dying flora from draught. Touching the flora will stimulate the intake of moisture from the ground and air, giving it a couple more days to live. The Gauntlet will feel hot to the touch of bare skin when making contact. It will not leave burns nor break someone’s concentration, but the sensation is enough to want to pull oneself away from it. The Gauntlet is able to project a ghostly buckler-sized shield (as long as the arm is held up in a blocking stance) that blocks Default Arrow Attacks from Ranged Combat Category, other mundane projectiles, and Ability-based projectiles but not physical weapons, up to a foot away from the palm of the gauntlet.
Yellow [Trigger Passive] The Gauntlet helps direct the winds picking up in the sails, with this the Gauntlet provides the wielder with a +5 Sailing Art boost. The Gauntlet, when clapped together with the other hand, will release a sound of thunder as far as the emote range stretches. It will deafen anyone in emote range up to 10 seconds, but has no further effects, and needs 30 seconds to recharge. The Gauntlet is able to wake up an unconscious person when touching said person’s chest. A green shock will pass through the body after which the person wakes up again. The Gauntlet is able to perform a system shock to a person upon touch, stunning them for a few seconds, after which it must recharge for two minutes.
Purple Requiring two gauntlets, one Gauntlet is able to ‘catch’ a Sorcery Spell. This gauntlet then needs to touch the other gauntlet, after which the other gauntlet can ‘throw’ the spell back at the caster. This can only be used once per minute and only on Sorcery Spells. The Gauntlet allows the wearer to touch or grab any person-sized substance, causing it to deteriorate over time as if slowly aged. Metal rusts, stone weathers and cracks, dead flesh rots, and so on. This effect only takes place if the touch or grab is constant, and not on living things. The Gauntlet can apply a healing effect by placing the Gauntlet over the wound. It will heal minor wounds (scratches, bruises, shallow cuts) in the span of 1 minute, but both parties need to sit still for the healing to take effect. The Gauntlet allows the Wearer to ‘shoot off’ fantastic fireworks into the sky to create short lasting, multi-coloured designs of the wearer’s choosing. These last for 15 seconds at most and are not harmful. The Gauntlet is able to disrupt Magical energies, meaning that as long as it is used to grab onto a person’s exposed skin, they cannot cast any Magic Spells or Sorcery Spells.
White The Gauntlet can supercharge a Qadir Soul Shot to act like a shot-gun spread, but this function requires a 5 minute cooldown after use. The Gauntlet helps soften brass and copper, making it easier to manipulate these metals so they can be more readily morphed into the desired shape. The Gauntlet allows the wielder to be able to touch and guide Soul Essence into a Qatil, making collecting Soul Essence possible. The Gauntlet allows the user to manipulate magnetic fields to move metal objects that are no bigger than the gauntlet itself around through the air. This can only be used in a non-combative situation and on non-combative objects. The wielder can pull a hole into a Mage Ward, which will allow 3 people to pass, after which it shuts close again. The Gauntlet is able to disable Clockwork purely by touch, sending it into a dormant state until it is manually restarted by someone with at least 5 Proficiency in Finecraft Arts.

Harness Qatil Essence Powers

As a general rule, Harness Hardware affects the wielder’s whole body, imparting the effect to their heart and pumping it around their body in their blood. These abilities are gained only while the Harness is worn, and activate based on their Abilities classification. All Harness Powers are considered to be Constant Passives, unless listed otherwise.

Core Type Blue Red Green Yellow Purple White
Blue The Harness causes the wielder to be immune to cold, Ice or Cold based Abilities, and to be able to break free from ice-based imprisonment or constraint effects.
Red The Harness causes the blood and soul essence of the wielder to turn into something that tastes disgusting to Vampires and Werebeasts, making it impossible to feed on them. The Harness causes the wielder to have a fire deflection shield around them that does nothing except deflect (non Magical) fire coming at them away from them.
Green The Harness grants the wielder a momentary forcefield around the wearer’s body to nullify a singular physical blow anywhere on the body. This can only be used once per day. The Harness will speed up recovery once the wielder is five minutes out of combat. It will heal minor wounds (scratches, bruises, shallow cuts) over the span of 2 hours. The Harness causes the wielder to recover from punch-based bruises within seconds, but not from cuts or gashes or piercing damage.
Yellow The harness allows the wielder to temporarily magnetize a surface or object in order to stick metal to metal: however, it is weak enough that a person would be able to easily break this magnetised bond. For one emote after activation, the Harness grants the wielder 10 extra Physical Stat with their action. This can only be used once per two hours. The Harness allows the wielder to run up against walls and keep their momentum going for 10 blocks vertically without falling back down, though the effect ends after the 10th block. The Harness causes the wielder to become immune to electricity based paralysis or constraints.
Purple After being fatally wounded and out of combat, the Harness allows the wielder to enter a form of stasis where the body freezes but the mind stays active. This ability can remain active for 24 hours or until deactivation by the wearer. Harness wearer cannot be affected by Phantasma Abilities for up to a minute every 24 hours. The Harness protects the wielder against contracting any pathological and magical diseases, making them immune to things such as Alaine's Illness but also Dulofall and Vampirism or Werebeast. The wearer’s body becomes lighter, diminishing the sound they make while moving around. The wielder cannot be detected by sound unless someone else is two blocks away from them. The Harness causes the wielder to charge up their harness by being targeted by incoming Magic Spells or Sorcery Spells used on them. Every 3rd Spell cast on them, they are able to perform a 3 blocks wide shock burst that knocks others back.
White [Toggle Passive] The wielder can activate and then throw their harness to one specific target only, binding them down if the throw hits for five minutes, destroying the harness in the process. The person inside can free themselves if left alone for five minutes. This can be avoided if one rolls above 15 on a /dice 20. The Harness is equipped with a Qatil that serves as a fuel source instead of the Qadir’s own Soul Essence for any weapons that require the usage of the wielder’s own Soul Essence. [Toggle Passive] The Harness allows the wielder to project a white illusion of themselves a few blocks away from themselves, which can be animated, but cannot project through barriers or interact with anything. [Toggle Passive] The Harness allows the wielder to use a magical blink 5 blocks forward, but it will immediately overuse the battery, and can only be used once a day. This blink cannot go through barriers or walls or persons. [Toggle Passive] Super-charges the wearer with Soul Essence for up to 5 minutes every 24 hours, making them burn to the touch for any abberrants [Toggle Passive] The Harness allows the wielder to command one type of Software Clockwork Device around them up to emote range like a familiar while the Harness is active, even when it belongs to another Clockwork Engineer.

Belt Qatil Essence Powers

As a general rule, Belt Hardware does not affect the wielder directly, but the air around the wielder, or the direct area around them.These abilities are gained only while the Belt is worn, and activate based on their Abilities classification. All Belt Powers are considered to be Toggle Passives, unless listed otherwise.

Core Type Blue Red Green Yellow Purple White
Blue The Belt causes an Area Detection field around it, with ice-like crystals forming and disappearing in the air around the wearer in emote distance. These crystals attach to those passing through them, including invisible people, making them visible.
Red [Trigger Passive] The Belt emits a downwards constant release of steam that stabilizes the wearer from crashing into the ground upon falling from a higher place. This does not work for drops taller than 20 blocks. The Belt emits an adrenaline field for the user, causing them to feel exhilaration, but it does not grant them strength or agility boosts, or any combat uses.
Green The Belt emits a humming, green light from the belt, causing accelerated growth of flora in the immediate 10x10 area at most, but can be focused on individual flowers as well. The belt emits a field of orange mist in a radius of three blocks, keeping any hostile animals at bay regardless of the size of the animal. The Belt emits a green light projection for several blocks away, showing the nearest way out of Ability Darkness, though not lighting up anything to see along the way.
Yellow The Belt creates a 5x5 field of ‘purity’ that follows the wearer, cleaning the area of grime or contamination of any kind. It does not, however, cleanse people of grime or impurity, just inanimate objects and locations. The Belt emits a purple mist of a 4 block radius that causes the people to breathe it in to hallucinate nightmares, including the wielder themselves. The hallucination dispels one minute after one has left the radius, and counts as a [Mind Illusion]. The belt emits a static field of a radius of 2 blocks, making any Software within that radius go haywire for as long as the wielder is nearby. The Belt emits a static crackle that does nothing, except cause an annoying stinging pain to those wearing full plate or half plate armor while they are within 3 blocks of the wearer.
Purple The Belt creates a smoke screen that either fills a closed off room or an area no bigger than 10 by 10 blocks. Along with anyone else inside this smoke screen, the wielder is blinded likewise. The Wielder can pull the attention of up to three people or animals at a time to themselves, effectively being the one they focus on as long as they stay in emote range. This can be turned on and off, and does not affect those with Control Power and Mind Illusion immunity. The belt emits a field of a 5 block radius, wherein all food or drinks being consumed is exactly to the consumer’s tastes. It does not change the food or drink itself, merely how the taste is perceived by the person. The belt creates a field of Undead (bone horror) repellent, diminishing their strength and speed by half when in a 5x5 vicinity of the wearer. The Belt projects a bright purple light forward from its Core while the user is immobilized with their hands on the belt for 5 blocks forward, functioning as a Trigger Detection in that range. If a Magic or Sorcery Spell is cast within that light, or if a person who has cast a Magic or Sorcery Spell in the past 5 minutes enters the light, the core turns red and starts blaring a buzzing noise.
White The Belt disrupts other Blue Core effects within emote range. For example, a Blue Harness someone else uses is nullified, while the nullification of Blue gauntlets does not work while the wearer has a Blue-White belt. The Belt disrupts other Red Core effects within emote range. For example, a Red Harness someone else uses is nullified, while the nullification of Red gauntlets does not work while the wearer has a Red-White belt. The Belt disrupts other Green Core effects within emote range. For example, a Green Harness someone else uses is nullified, while the nullification of Green gauntlets does not work while the wearer has a Green-White belt. The Belt disrupts other Yellow Core effects within emote range. For example, a Yellow Harness someone else uses is nullified, while the nullification of Yellow gauntlets does not work while the wearer has a Yellow-White belt. The Belt disrupts other Purple Core effects within emote range. For example, a Purple Harness someone else uses is nullified, while the nullification of Purple gauntlets does not work while the wearer has a Purple-White belt. The Belt disrupts other White Core effects within emote range. For example, a White Harness someone else uses is nullified, while the nullification of white gauntlets does not work while the wearer has a White-White belt.

Visor Qatil Essence Powers

As a general rule, Visor Hardware affect the user’s optical senses only, but also allows the wielder to see things others normally could not. It does not matter whether a visor is both eyes or simply one eye, the functions remain the same. Also, it is not allowed to have two different visors with two different Cores. Visors on two different eyes must always have corresponding cores and do not enhance the functions of each other. These abilities are gained only while the Visor is worn, and activate based on their Abilities classification. All Visor Powers are considered to be Constant Passives, unless listed otherwise.

Core Type Blue Red Green Yellow Purple White
Blue The Visor protects the wielder from bright flashes of light or other eye-stunning effects and abilities.
Red The Visor allows the wearer to view living creatures through a three-block wall at a time, though only as nondescript orange blobs of heat. The visor allows the wielder to detect sources of pain on a person, for example seeing internal bleeding or organ damage through their body.
Green The visor allows the user to disrupt the Perception of nearby individuals through a radiating force. The Visor allows the wielder to see the tracks of a (non Humanoid) creature they’ve found tracks of before, showing them a path that leads towards this being. Only one being can be tracked at a time. This additionally only works if the wielder has at least 5 points in Hunting Proficiency. The Visor allows the wearer to turn on a field that applies a -5 Perception Proficiency to all who are within Emote Distance, except for the wearer, or anyone else wearing a Green Visor.
Yellow [Toggle Passive] The Visor allows the user to toggle the device to view directly behind them with the user’s own eyesight capability, effectively giving the user ‘eyes at the back of their head’. [Trigger Passive] The Visor allows the wielder to choose one ability-based dice roll to be redone per combat scenario if the rolls are not in their favor. The Visor allows the wielder to see in the complete dark when equipped, donning a green hue to the world around them. The Visor allows the wearer to detect the target’s highest Proficiency (non Magic or Sorcery Proficiency investment), but not how high it is.
Purple The Visor makes the wearer able to read Mage Script and any magic related scripts, but only for 15 minutes every 24 hours. The Visor makes the wearer able to look at an item belonging to another person, and see if they are dead by analyzing the item with their visor. [Toggle Passive] The Visor allows the wearer to project an unmoving scene or image from their mind onto a flat surface for a duration of 10 minutes at maximum. The image can be made up, or a segment from their memory. The Visor allows the wielder to see a purple aura around someone who is actively affected by a Target Curse. The Visor allows the wearer to see a purple mist around items that are effected by Object Illusions or Object Curses.
White The Visor allows the user to view the emotional state of the Soul of those in view, distinguishing them by a shroud of colour over the person in question’s body. [Toggle Passive] The Visor allows to see one bad memory of the person they are looking at. The memory plays as long as the wielder can see the target. This can only be used once every 24 hours. The Visor allows the wielder to see Soul Essence around them in the world. This also allows the wielder to see Poltergeists, which are forms of, often hostile, disturbed Soul Essence. [Toggle Passive] The Visor allows two people wearing this combination of cores to share their vision with each other, as long as they are aware of each other. One hand must touch a core in order to share their vision. The Visor allows the wielder to see through any Object Illusions or Target Illusion abilities used by a Vampire. The Visor allows the wearer to see the intricate detail of clockwork or machinery without needing to open the machine up, thus detecting faults and schematics with minimal physical tinkering.

Face Mask Qatil Essence Powers

As a general rule, Face Mask Hardware affects the wielder’s senses, more than anything, with some additional rogue-like functions. These abilities are gained only while the Face Mask is worn, and activate based on their Abilities classification. All Face Mask Powers are considered to be Constant Passives, unless listed otherwise.

Core Type Blue Red Green Yellow Purple White
Blue The mask filters out poisons, gasses and smoke, causing there to be no inhalation damage.
Red The Mask makes the wearer breathe in and out as if the wearer was using a water pipe or smoking. This Mask is commonly used to combat addictions. However, it is still harmful, but 50% less so. [Toggle Passive] The Mask is capable of changing the pitch and sound produced by a voice, thus changing the sound of it with a few gears.
Green The Mask transforms the voice of the wearer into something more serene and gives them a better ear for music, giving the wielder a +5 Proficiency boost in Musical Arts. The Mask allows the wielder to smell and distinguish the various ingredients and components of any consumable item, regardless of any Mind or Object Illusion. The Mask is capable of suspending breathing, thus allowing the wielder to breathe underwater or in oxygen-poor environments.
Yellow [Toggle Passive] The Mask allows the wielder to speak one additional language as long as the face mask is worn. The language cannot be switched, meaning one would need a new face mask for another language. The Mask allows the wielder to dull the pain of a single wound per day. The pain is still there, but will feel more like a dull ache than a sharp stabbing pain if the wound is severe. [Toggle Passive] The Mask allows volume control through a button on the side of the mask, making amplification and attenuation of the voice possible without straining one’s voice. This cannot be used to damage hearing. The mask allows the wielder to (if they are a Vampire or Werebeast) substitute their feeding, thus making it unnecessary for them to feed.
Purple [Toggle Passive] The Mask allows the wielder to turn off their emotions upon activation, meaning they are rendered without a conscience. Removal of the mask or pressing both cores at the same time inactivates the effects of the Mask. The Mask allows the wearer’s words to slowly influence the minds of the listeners to slowly become drowsier. After five minutes of uninterrupted speech, these words will put the listeners to complete sleep for up to five minutes at most. This does not affect those immune to Target Illusions or Object Illusions. The Mask allows the wielder to influence the actions of animals around the size of, or smaller than a Domestic Tabby. This is done through verbal instruction, however these commands cannot be offensive in any way. The Mask allows the wielder to create a fake-face upon their existing one. This Object Illusion is limited to the head and hair features. The mask remains ‘worn’ but the eye, hair and skin colour can all be changed. [Toggle Passive] The mask allows the wielder to speak in Dimenth Thanc, which is an artificial language that can only be understood by the Arken, Heralds or other Void or Exist based entities that are sentient (not soul shards or Mages).
White The Mask enhances the wearer’s sense of hearing, making them able to hear anything in emote range. Conversations can be heard through a one-block wall. [Trigger Passive] The Mask can be activated by a Qadir and then placed on another person, nullifying their ability to produce any sounds with their vocal cords, be it singing, speaking or screaming or shouting. [Toggle Passive] The wielder’s voice can be transformed into the voice of someone they have heard before. Switching to another voice has a ten minute cooldown. [Toggle Passive] The Mask allows two people wearing this combination of cores to communicate with each other, as long as they are aware of each other. One hand must touch a core in order to communicate. [Toggle Passive] The Mask allows the wearer to, after talking to a person for 10 minutes uninterrupted, ask one singular question that the person must answer truthfully as they know it, as long as the answer would not put them in immediate or future danger or risk of harm. This can only be used once every 48 hours. The mask allows the wielder to hijack Clockwork Software by speaking new commands to it while in emote range. This effect lasts while the Software stays in emote range.

Accreditation
Writers MonMarty, TheBioverse, Waterdruppel
Processors MonMarty, TheBioverse, Waterdruppel, HydraLana
Last Editor Birdsfoot violet on 01/30/2021.

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