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Heritage Traits

From MassiveCraft Wiki

The Heritage Traits Page, is part of the bigger Abilities and Proficiency System. Heritage Traits are a set of things you can do as your character, often unique to your character design. Most of these will be out-of-combat oriented and used purely to flavor roleplay or set the stage for your storytelling. Because this page is long, we recommend you use the Table of Contents on the right, to navigate to the necessary sections you want to source. Each Heritage Trait Section will also be accessible on the Heritage Wiki, found in the Infobox (top right).

Heritage Trait Rules

All Heritage Traits are designed to fit both a Magical and non-Magical Character. If a Mechanic has dubious magical aesthetics, you may decide if this is something biologically innate to you, or whether it is something they achieve through Magic. Not all other Mechanics are created equally or usable equally. We aim for storytelling design, not exact complete equality between all designs.

When designing a Mixed-Heritage character, choose one dominant and one lesser Heritage. The dominant Heritage determines the first two Mechanics, which cannot be swapped. For the remaining three Mechanics (every set has five), you can mix and match between both Heritages, but must keep their chronological order. For example, a 4th Mechanic from one Heritage can't replace a 2nd Mechanic from the other. Choices are always between two Mechanics in the same numerical position.

Some Heritages have complex or niche Mechanics listed on their own pages rather than here. This page focuses on transferable, daily-use Mechanics, often shared with other groups like Godborn or Mortisphages. Detailed Heritage Mechanics, called Capabilities, are found in the Expanded Lore and can only be used in mixed-heritage characters if from the dominant Heritage.

Consent

It is also necessary to declare here what Consent means, both from an IC and OOC perspective. We distinguish a difference between IC and OOC consent, the former is easier to explain, so that one will be discussed first. IC Consent is often required for long-lasting changes to a person, and so for them to apply, such a person would need to be in their right state of mind, without altered effects or coercion, or having their actions controlled by third parties. Consent IC can only be granted if a person is not being mind-controlled, influenced, under the influence of alcohol or narcotics, or otherwise impaired, threatened, or blackmailed into agreeing with something.

OOC Consent means a written agreement (preferably on the server so it can be tracked, or screenshotted on Discord), where a player communicates agreement to certain things happening to their Character within bounds. For example, I can consent to you, that you are allowed to mind-control my character, and thus have limited control over my actions. Limited here infers that I can set constraints, for example, "You can mind-control me, but you are not allowed to force romance-rp on me". OOC consent can be given broadly, or with lots of ifs and buts, but importantly it can always be revoked at any time if you feel someone else is abusing that trust and OOC Consent. You do not have to compromise with the other party, and do not have to deal with emotional blackmail to re-establish consent, you are empowered to not let someone else make your RP life miserable.

OOC Consent also applies in some lesser form to the idea that others should not misuse Mechanics in ways they were not intended, or in ways that result in non-rp. For example, the first Selvath mechanic that allows them to speak with Animals should be used in a pro-RP way, not to validate in-roleplay metagaming. If someone for example use this mechanic to have a squirrel tell them about something off-screen and reveal your character's actions while they weren't present, you can call that out as being stupid, and you do not agree with the usage of the mechanic that way. If the other person continues to be a problem or in any situation concerning Consent where arguments or disagreements start, make a Ticket for Lore Staff to intervene, but try to solve the problem yourself first by talking. If someone gives you bad RP you are encouraged to call it out.

Selvath Traits

Your Selvath character has these Traits.

  1. Animal Masters: You can communicate with wild animals in your presence, but they cannot have plot-relevant information or information that would otherwise be metagaming or character-revealing. You can summon a plant and bark-matter mount from the forest anywhere, or call upon a Regalian deer to stride to you as a mount. Finally, you can turn wild beasts into temporary familiars. This may not work on Event Animals.
  2. Forest Masters: You can (within reason), change how you are perceived, or how others perceive the forest around you while out of Combat. This can include producing animal sounds that imply the presence of predators, disappearing in the canopy as you jump from tree to tree, and generally making the forest a hostile place to be for unwelcome guests. Whatever is done, cannot confer combat benefit or pre-combat positioning.
  3. Wood Singer: You can use song, music, or hand gestures to reshape wood and other plant-like materials in any shape you like, for example, jewelry or weapons. Other good applications for this are as furniture or decorations inside houses, or to address in-the-moment needs while in the forest, for example by creating wooden bowls, or chairs to sit on that sprout from the roots in the soil.
  4. Capitalism Free: You cannot be Aristocratic or Nobility in Regalia, but you don't need to either. While Regalians need money to buy things, you can just get anything and everything from the forest for free. You never need to buy clothes or food, and even alchemical ingredients and medicine can be regularly sourced from the woods. Money has no meaning to you and you can extract value for yourself. You have defeated John Locke.
  5. Beast Becoming: You can use a ritual/ consume/ sacrifice any part of an animal to adopt aspects of it, for example consuming the flesh of a jungle-cat and taking on their hind legs and tail, or sacrificing the pelt of a bear and transforming your arms into bear-claw hands. These changes are temporary (however long you want them to be), can change any body part but never the head, and cannot grant other mechanical uses such as flight.

Yanar Traits

Your Yanar character has these Traits.

  1. Altered Self: You may create two versions of yourself that you can transform between. Each can have a different design, Proficiency spread, and personality (however, Charisma Proficiency must be the same across both). You must declare both Proficiency sets on your Character Sheet. Swapping can only occur out of Combat, while no Cooldowns are active, and force you to stay transformed for at least a week.
  2. Emotion Sense: You can sense the emotions of others, even the ones they try to hide unless they have a Mechanic that would block their emotions from being read. Additionally, you can copy their emotions and feel them yourself, you can heighten or lessen their emotions, or encourage other emotions in them with mere eye contact. Changing someone else's emotions requires OOC Consent, however.
  3. Wood Singer: You can use song, music, or hand gestures to reshape wood and other plant-like materials in any shape you like, for example, jewelry or weapons. Other good applications for this are as furniture or decorations inside houses, or to address in-the-moment needs while in the forest, for example by creating wooden bowls, or chairs to sit on that sprout from the roots in the soil.
  4. Seed Singer: You are deeply in tune with nature's growth and diversity. You can control the growing speed of plants and flowers around you, and even cross-breed plants at will to create unique new plants, and even reshape existing plants with new foliage, color, shape, and so forth. You can grow food nearly anywhere, so long as there is a little bit of soil, water, and sunlight present to stave off hunger.
  5. Dream Singer: You can control the dreams of anyone who is either sleeping in your Rental Region/ Base/ Estate or anyone who is sleeping in the same scene as you. You can see their dreams, alter their course and their experience, and prevent them from waking up or forcibly waking them. You can also enter their dream subconsciously and speak/ interact with the person, and make them forget what happened in the dream after.

Ailor Traits

Your Ailor character has these Traits.

  • Ailor are masters of languages, which is expected given their habit to culturally divides. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
  • Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
  • Ailor when using Syncretism can worship up to 3 Gods of their sub-dominant Religion, instead of just 1 or 2. Additionally, when Syncretizing, they gain the Mechanic of the sub-dominant Religion (except for Evolism, where only one of the Mechanics can be chosen). If your Character does not Syncretize, they gain +1 Attack Stat (Breaking Cap up to 11) against Characters that have Syncretized their mono-faith.

Skyborn Traits

Your Skyborn character has these Traits.

  • Skyborn do not need to choose a Tech Branch for any engineering or technology tinkering they do. They can build/edit/repair any Branch. Even if a unique Technology Branch has specific requirements they do not meet (such as Religion, or Affliction), then they are not able to build or make it, but can repair or edit it. They can install security systems in their Rentals, requiring OOC notification of Break-ins.
  • Skyborn have a unique sequential memory that allows almost perfect recall. With mechanical equipment, they can extract their own memories including all sensory experiences, and copy them onto so-called Memkeys. Memkeys in turn can be used by other Skyborn to "watch" such an experience and feel as If it was them who experienced it, or use a virtual-reality-like device to allow non-Skyborn to experience them.
  • Skyborn have a high analytical ability to perceive and understand the machinery that is witnessed or operated during Events. This may allow them to learn more about the devices that are seen or used, or discover hidden features or functions that other people cannot perceive. Make sure to contact an Event Dm for any potential uses in Private Message during the Event or beforehand to learn more.
  • Skyborn have a sixth sense for manipulating technology, even without directly touching it and just laying their eyes on it. Skyborn can "hack" or hijack any technology made by anyone in viewing distance and cause it to operate or change its functions. Think for example forcing a mechanical tea pot to boil over, or a music-machine to play off-key. This may not apply to Event Machines.

Ancestry Mechanic

Each of the four unique Skyborn Ancestries provides a Mechanic, depending on what Ancestry is chosen. While it is possible to have mixed Ancestry (by for example using Elf-Ears reminiscing of Scripters, and the appearance traits of the Charger Skyborn), for gameplay reasons a Character must always have only a single Ancestry declared, and thus can only receive one of these Ancestry Mechanics.

  • Founder Ancestry Mechanic: Founder Ancestry Skyborn are both equal parts touched, and repulsed by Beyond. If a Founder Skyborn is Ordial Aligned, they gain +1 Attack Stat (break Cap up to 11) against anything that is not Ordial Aligned. If a Founder Skyborn is not Ordial Aligned, they gain +1 Defence Stat (break Cap up to 9) while defending against Attack Emotes from Ordial Aligned enemies only.
  • Scripter Ancestry Mechanic: Scripter Ancestry Skyborn are immune to any type of memory alterations due to their high attunement with their sequential memory. While it is possible to remove memories from their mind, memories cannot be implanted, edited, or replaced. This means that if a memory is removed, a Scripter Skyborn will always know that a memory is missing, and where it disappeared.
  • Reclaimer Ancestry Mechanic: Reclaimer Ancestry Skyborn have extended analytical abilities when it comes to understanding component ingredients, and material identification. They can identify any metal or material that they can touch and are able to smell what ingredients or compounds are present in any alchemical mixture. This extends itself even to smelling poison in their drinks.
  • Charger Ancestry Mechanic: Charger Ancestry Skyborn live and die in the mechanical saddle. Charger Skyborn gain +1 Defense Stat (breaking Cap up to 9) so long as they are Mounted in Combat. This bonus however only applies outside of the city's built-up residential areas such as the Wilderness, Gloomrot, the Badlands, City Parks, and the Noble District where the streets are wide enough for Cavalry.

Dragonkin Traits

Your Dragonkin character has these Traits.

  • Dragonkin inherit the Mechanics from the Heritage Trait from whatever Heritage the Character is biologically made. For example, if you want to play an Ailor Dragonkin, you can take the Mechanics from the Ailor Heritage as seen on their page. There are some exceptions: Slizzar, Bralona, Mystech, Orion, and Maraya awoken from a Vault cannot be Dragonkin. Urlan can only be Dragonkin if they were Dragonkin before Urlan.
  • Dragonkin can control elements that are closely associated with their Dragonfall. Dijara Dragonkin can control sand and sunlight. Dramarys Dragonkin can control snow/ice and starlight. Aerun Dragonfall can control silver/gold and crystals. Velkaryn Dragonfall can control shadows/darkness and the wind. Control can be defined as moving around, shaping into objects, summoning, extinguishing/radiating, and more.
  • Dragonkin are closely aligned to Dragon Magic. Being made of pure life, they live extended lifespans beyond what is normal. The Immortal War has hardened Dragonkin against Mystech, causing them to take -1 HP Damage (instead of -2 HP) from Attack Emotes. However, they are threatened by beings of pure death. If a Character that has Ordial Alignment would do -2 HP Damage, they do -3 HP Damage instead.

Sihai Traits

Your Sihai character has these Traits.

  • Sihai can telekinetically move, reshape, recolor, and restructure Jade with their mind. They can also turn any crystal-like substance or noble metal into Jade.
  • Sihai can read the position of the stars anywhere telepathically, allowing them to know exactly where in the world they are at any time, even during daylight.
  • Sihai can enter a trance-sleep, enveloping themselves in a hard shell of jade in a tranquil state, unable to be acted upon or to act, only freed with the touch of a friend.
  • Sihai may receive calamity visions during pivotal choice moments in Staff Events (Private Message to DM to discuss opportunities) that may warn from bad decisions.
  • Sihai weapons, when channeled with the powers of the Loong Dragons (out of Combat only) can cut through any material, including objects, doors, gates, but not solid walls.

Dwarf Traits

Your Dwarf character has these Traits.

  • Dwarves gain +1 Main Defense Stat while another Dwarf is within a 5 block range, which can break Cap up to 11. This mechanic can stack up to a +2 bonus.
  • Dwarves are barely affected by Alcohol that gets other people drunk, needing insanely high proof, and always being able to keep their drinks down.
  • Dwarves have perfect vision (night vision) underground and in dark surroundings, needing no light.
  • Dwarves are masters of the forge, able to perform feats of metallurgy in half the time of other craftsmen. Additionally, any metal item that a Dwarf produces is considered master class when compared to others.
  • Due to their vast understanding of architecture and metallurgy, Dwarves may gain additional insight from event items that may not be obvious to others (inquire with DM/Event Hoster for opportunities).

Isldar Traits

Your Isldar character has these Traits.

  • Isldar are natural-born Arctic survivalists who have spent centuries adapting to the cold of Ellador. Not only are they immune to the harm from frost or cold sources, but they do not suffer loss of vision or orientation during a blizzard or weather conditions. Isldar are not affected by Magical Weather Area Effects. Isldar can sing frost into the water, causing ice crystals to form that do not melt when exposed to heat.
  • Isldar hold power over the passage of life and death. If they are near a person who is about to die, they can either ensure that the soul passes into the afterlife and is not stolen by other entities or prevent it from even detaching from their body, thus turning that person into an Undead forcibly (keep in mind, doing either has moral weight and is judged by Religions). Additionally, Isldar can see the Soul Rivers, the natural pathways souls take to reach the afterlife, and can tell if a person has died if they know their true name.
  • Isldar who follow the Evolist Religion can use a Monster Transformation that turns them into a monster of flesh and bone that counts as a Disguise (but is an Evolism worshiping Isldar). Isldar who do not follow the Evolism Religion can put security incantations and prayers on their homes, making them naturally impervious from being spied upon, or broken into. With the OOC consent of other players, they can also use spy equipment to discover what is happening in their Rental Regions.
  • Isldar have natural suppressants in their own mind against interference and meddling from the outside. Even with OOC consent given, Isldar minds have stronger protection against any form of Mind Control. Their emotions are also not readable by those who can read and change emotions, unless they specifically let their mind be entered. Finally, Isldar minds also hold strong protections against the prying of Spirits. While they are not immune to a Spirit's influence, Spirits cannot easily detect their vices and ambitions to seduce them.
  • Starting Combat in a cold weather environment (with blocks of snow or ice present), Isldar gain +2 Attack Stat (breaking Cap up to 11) for every Attack Emote. This is limited to mountainous regions and Magical Ice Area Effects, but when the snow has blanketed Regalia during winter, this applies to the whole map for a 1-and-a-half-month period between November 15th and January 1st, but the bonus is halved to 1 instead of 2.

Evolver Traits

Evolvers Faction Isldar are biologically slightly different from standard Isldar, so much so that they could be considered a sub-group. Being Elf-Wyvern-Urlan hybrids, Evolver Isldar have their own set of Mechanics outlined below. This only applies to Evolver Faction Isldar who have also physically changed, as it is also possible to play an Evolver Isldar who has not yet (or won't) taken on physical body-modding.

  • Evolver Faction Isldar who have been genetically altered, receive Mechanics 1, and 2 from the Isldar Heritage Mechanics.
  • Evolver Faction Isldar who have been genetically altered, receive Mechanics 1, 2, and 5 from the Urlan Heritage Mechanics.
  • Evolver Faction Isldar who have been genetically altered may exchange their free Roguery Point Buy Pack for a Training Point Buy Pack.

Lanlath Traits

Your Lanlath character has these Traits.

  • Lanlath can, once per day, make use of the Magical Variant of the Sealing Pack from Adapt Point Buy. Point-Buying the Pack, or gaining it for free, disables this Mechanic.
  • Lanlath cannot use God Magic. However, Lanlath can Dimension Align to Lathan Magic, which is extradimensional like Void/Exist/Ordial, and unique to the Lanlath.
  • Lanlath do not need to sleep, but can do so if they wish, or enter into a trancelike state of meditation that approximates sleep but leaves them watchful.
  • Lanlath can see things from incredibly far away if they focus, able to spot an eagle landing a kilometer away or a coin being flipped across a town. Ask DM for Event use.
  • Lanlath are supremely difficult to inebriate with traditional alcohol, requiring a stupendous amount of liquor before they even begin to feel a mild buzz.

Fin'ullen Traits

Your Fin'ullen character has these Traits.

  • Fin'ullen can Transform into Daphalar, turning part or whole parts of their body into Aquatic humanoids (think Merfolk), this is not a Disguise.
  • Fin'ullen can apply non-Magic aesthetics of deep-sea creatures and coral to their body without becoming Occult. This also includes clothes and weapons.
  • Fin'ullen can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.
  • Fin'ullen can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
  • Fin'ullen can use Persuasion /Dice on Spirits even without Charisma Proficiency, and gain a +2 Bonus while doing so.

Solvaan Traits

Your Solvaan character has these Traits.

  • Solvaan can use the Mist Form Transformations (found below), which does not count as a Disguise, and uses a variety of weather effects on their appearance.
  • Solvaan can use the Mist Beast Transformations (found below), which allows them to change appearance to that of the classical Mist Beasts, which is a Disguise.
  • Solvaan will not be attacked by wild and non-humanoid creatures, which may prevent them drawing aggression from certain Event Creatures (discuss with Event Dm's).
  • Solvaan are able to sense the mind of wild animals, which allows them to determine if an animal is an animal, or a person disguised as one (for example Body Arkenborn).
  • Solvaan can see through low visibility conditions of any kind (sand storm, blizzard, fog, ash clouds, dust etc), but must still protect from choking hazards.

Suvial Traits

Your Suvial character has these Traits.

  • Suvial gain +1 Main Combat Stat when attacking a Character with Theurgy Point Buy Abilities, which can break Cap up to 11.
  • Suvial can gain additional Event insight into past Battles or Wars or Conflicts, related to Progressions or History related Events.
  • Suvial are never punished by their Gods or their society for using Dimension Alignment out of their norm (Exist), even as God Mages.
  • Suvial are never punished by their Gods or their society for the use of Sinistral Magic variants, even in the use of God Magic.
  • Suvial are exceptionally proficient at controlling Spirits, allowing them a range of mechanical functions to do with Spirits (see Karamatology below).

Kathar Traits

Your Kathar character has these Traits.

  • Kathar power cannot be denied to them. If anyone uses an Ability/Mechanic that would force them to use Radiant instead of Sinistral Magic, they still use Sinistral anyway.
  • Kathar can change the alignment of any Spirit to that of Void, so long as the possess/own/control the Spirit. Void Spirits are always symbiotic for them also.
  • Kathar are not affected by the mental characteristics or changes of any Affliction or Affinity and are always in control of their own mind from them.
  • Kathar are able to look at a person and intuit their Corruption Desire, with OOC Consent (see below). Then, the Kathar can act towards this goal.
  • Kathar can use subtle vice-heightening curses on those within Emote Range, heightening their Pride, Fury, Avarice, Corruption, Rejection, or Hedonism.

Sihndar Traits

Your Sihndar character has these traits.

  • Sihndar take less damage when hurt by Spirits or those possessed by Spirits. If a Mystech Spirit-Type (incl Bound Automata) Character applies -2 HP damage, reduce that by -1 HP.
  • Sihndar cannot become Afflicted, some exceptions may apply in Soul Bargains, and some greater Entities like Gods and Arken can still force infect them.
  • Sihndar can perform the Weakening Ritual on a Greater Vampire, which does not kill them (ported back to a safe base), but turns them into a Fledgeling Vampire.
  • Sihndar are immune to mind control of any type, particularly Magic Variant Mind Control Pack and all of its Mechanics to do with Thralling and Persuasion Dices, if used to convince them.

Sihndar Heritage

As noted, most Heritages have 5 Mechanics, while Sihndar only have 4. This is because Sihndar receive their fifth Mechanic from their pre-Drowda Taint Heritage, depending on what People of Aloria their ancestors were part of. When playing a Sihndar, choosing one such Sihndar Heritage is necessary. It is not possible to combine, and if you have trouble choosing, just pick the heritage of the most important ancestor that fits your current Roleplay needs. Because there is no such thing as a Sihndar Appearance, choosing a Heritage also directly affects your Character's appearance. Characters that have the Drowda Taint applied to them in Roleplay, lose all their prior Heritage Traits, and gain the Sihndar Traits, including this one, but must choose the Sihndar Heritage of their dominant Heritage pre-Tainting.

  • Ailor: These Sihndar are masters of many languages. Even for languages they do not speak, if someone insults them in their native tongue, they will know what was said.
  • Skyborn: These Sihndar do not need to choose a Tech Branch, they are able to build/edit/repair any Branch. Try to be conscientious when other players feel pushed out of their niche however!
  • Dragonkin: These Sihndar retain Mechanic 2 and 3 as they are presented on the Dragonkin Page. Dragon Machines and Dragons will also still acknowledge them as Dragonkin.
  • Sihai: These Sihndar can telekinetically move, reshape, recolor, and restructure Jade with their mind. They can also turn any crystal-like substance or noble metal into Jade.
  • Dwarves: These Sihndar gain +1 Main Defense Stat while another Dwarf or Sihndar is within a 5 block range, which can break Cap up to 11. This mechanic can stack up to a +2 bonus.
  • Isldar: (regardless of Life/Death Isldar) Life Isldar can use Farsight to receive vague visions of things happening and existing in faraway lands. (this may require communication with Event DM's or Tickets).
  • Lanlath: These Sihndar cannot use God Magic. However, Sihndar can Dimension Align to Lathan Magic, which is extradimensional like Void/Exist/Ordial, and unique to the Lanlath (and Drowda Tainted Lanlath).
  • Fin'ullen: These Sihndar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.
  • Solvaan: These Sihndar inherit the ability to Transform into Mist Beasts, though applying the Drowda Taint to each visual appearance of these Mist Beasts.
  • Suvial: These Sihndar gain +1 Main Combat Stat when attacking a Character with Theurgy Point Buy Abilities, which can break Cap up to 11.
  • Kathar: These Sihndar can apply a glamor to themselves of any Kathar they have canonically killed. This glamor counts as a Disguise but breaks if the Character drops to 0 HP.
  • Sihndar: (meaning, pure-blood since Cataclysm) During Events, Sihndar may be warned of making a bad decision by Melca's Foresight that warns them with a vision of something they are about to do.
  • Maquixtl: These Sihndar can use Maquixtl Gene Editing, but must apply Drowda Taint visuals to all of them. Additionally, they can enter Guldar without suffocating in the toxins in the air.
  • Yanar: These Sihndar can speak to plants and trees, and even encourage them to grow faster or hide, or change their appearance.
  • Asha: These Sihndar have perfect nightvision, capable of seeing in the dark and low light environments without needing an external light, and have a limited body language to do with tails
  • Narim: These Sihndar can revert to a larval stage (not child-like, but grub-like) shedding their body, for 3 days. They can then change their arthropod species, and recover any lost limbs or remove scarring.
  • Eronidas: These Sihndar can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
  • Urlan: These Sihndar can declare 1 chosen person as their Protected Ward (with OOC consent), granting them +1 Defence Stat (break cap up to 9) while within 5 Blocks of them.
  • Allar: These Sihndar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
  • Slizzar: These Sihndar can no longer Shapeshift and become locked in their appearance upon being Tainted, but gain +2 added to every final Persuasion Dice Result after every Roll.
  • Maraya: These Sihndar have small Ichor glands on their hands, which are capable of producing Chrysalis that they can shape into Crystals of any shape or size.
  • Bralona: These sihndar can no longer change shape and become locked in their appearance upon being Tainted, but gain +1 Defence Stat (breaking Cap to 11) in fighting a Shapeshifter (Abilities/Mechanics)

Maquixtl Traits

Your Maquixtl character has these Traits.

  • Maquixtl can (with OOC consent) read emotions from other Characters, and suppress their own from being read.
  • Maquixtl pets live unnaturally long lives, with them being able to apply Gene Editing on their pets to modify them.
  • Maquixtl can analyze blood to understand the genetic make-up of something, or discover inherited genetic traits or faults.
  • Maquixtl have extremely sharp eyesight, capable of detecting the author of any written work, if they have read the author's writing before.
  • Maquixtl may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits as a form of personal Genos Editing.

Asha Traits

Your Asha character has these Traits.

Lineages

There is a great deal of physical divergence among the Asha, though four major Lineages are considered categorically similar. While all Asha receive the same Free Packs, what Mechanics they receive is dependent on the Lineage they belong to. This choice cannot be changed, and is also relevant to determine the physical characteristics of the Character. It is possible to be a mix of Lineages, but only one Lineage must be chosen for Mechanics. Lineages have no bearing on Cultures, a Remet Asha can belong to Kemet or Deshret culture, and so on. Some caution should be exercised with Silontaar Lineage however, as while they could in theory claim to be Deshret Asha, because they are biologically Magical, other Deshret Asha may reject them.

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Remet Asha
Remet Asha refers to the Asha most genealogically closest to the common Dewamenet ancestor, they are the mammalian-styled "furry" Asha, that specifically excludes any bird-like species. Remet Asha appear like anthropomorphic versions of for example canine, feline, equine, marsupial and more. This can also include hybrids. Remet Asha are by far the most numerous on in the Asha countries, and the Regalian Empire.

Mechanics

  • Remet Asha can control a special substance called Living Metal, which is a solid Metal that becomes liquid by their thought and imagination, and can be reshaped to whatever they can imagine, and telekinetically moved around.
  • Remet Asha have perfect night vision, capable of seeing in dark and low-light environments without needing external lights. Additionally, their claws when struck together create flint and steel like sparks that light up.
  • Remet Asha have a natural bodily reaction to non-combat Magic in their proximity. This can for example cause the fur in their neck to stand upright. It can also be used to warn of a magical presence before it is spotted.
  • Remet Asha have a heightened sense of smell, sight, and hearing out of Combat. This is fairly flexible and should be discussed with people in a scene in terms of what advantages this may give an Asha in varying scenarios.
  • Remet Asha either through a combination of excellent acrobatics, or shock-dampening limbs, or using their claws to slide down buildings, never take damage when falling from heights, so long as this fall is below 50 Blocks.
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Savent Asha
Savent Asha refers to a population of exclusively bird-like anthropomorphic people that split off from the Remet-dominated Dewamenet population and resettled in Fendarfelle during the ending decades of the Dewamenet-Allorn war. The Savent developed entirely differently from the Remet, and as such also have different customs and societal expectations, not to speak of their most notable physical difference, their having wings.

Mechanics

  • Savent Asha can control a special substance called Living Metal, which is a solid metal that becomes liquid by their thought and imagination, and can be reshaped to whatever they can imagine, and telekinetically moved around.
  • Savent Asha have perfect night vision, capable of seeing in dark and low-light environments without needing external lights. Additionally, their claws when struck together create flint and steel-like sparks that light up.
  • Savent Asha can manifest (or have) Wings (of any design: Furred, Feathered), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight.
  • Savent Asha have a heightened sense of smell, sight, and hearing out of Combat. This is fairly flexible and should be discussed with people in a scene in terms of what advantages this may give an Asha in varying scenarios.
  • Savent Asha have a heightened alertness and analytical mind, able to perceive threats and react much faster. They may notice dangers when interacting with Event objects or Characters (Private Message DM's for more info)
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Silontaar Asha
Silontaar Asha refers to a population of exclusively magic-infused anthropomorphic people who don't quite look like real-life animals but have animalistic appearance traits. Within the furry context, Silontaar can best be described as a custom species that takes small aspects of multiple species but looks like nothing in particular. Parts of their body can have magically glowing aspects or colorations, and in general, they look a lot more fantasy-like.

Mechanics

  • Silontaar Asha do not need to sleep or even eat, as they gain sustenance from Magical energies around them. They can eat if they want to, or enter into a trancelike state that approximates sleep but leaves them watchful.
  • Silontaar Asha have perfect night vision, capable of seeing in dark and low-light environments without needing external lights. Additionally, their claws when struck together create flint and steel-like sparks that light up.
  • Silontaar Asha can, once per day, make use of the Magical Variant of the Sealing Pack from Adapt Point Buy. Point-Buying the Pack, or gaining it for free, disables this Mechanic.
  • Silontaar Asha have a heightened sense of smell, sight, and hearing out of Combat. This is fairly flexible and should be discussed with people in a scene in terms of what advantages this may give an Asha in varying scenarios.
  • Silontaar Asha can grant any person the Magical version of Shapeshift Pack for free, but only for an Hour (or the duration of an Event), and with a 7-day Cooldown for that person. This can even apply to Afflicted/Mystech.

Narim Traits

Your Narim character has these Traits.

  • Narim can attempt to sense a discordant note from a deep gestalt consciousness with the living, when they focus on an Event/DM Character, to learn if they have dark/evil/immoral intentions.
  • Narim can Point Buy up to 3 Packs from Prayer Point Buy so long as they only have God Magic Dimension Alignment. Any other form of non-Mundaneness revokes this.
  • Narim have night vision and are able to see in perfect (mundane) darkness, never needing a light or some other sight implemented in the sewers or at night.
  • Narim can manifest (or have) Wings (of specifically insectoid design), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight.
  • Narim can revert to a larval stage (not child-like, but grub-like) shedding their body, for 3 days. They can then change their arthropod species, and recover any lost limbs or remove scarring.

Eronidas Traits

Your Eronidas character has these Traits.

  • Eronidas can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
  • Eronidas are barely affected by Alcohol that gets other people drunk, needing insanely high proof, and always being able to keep their drinks down.
  • Eronidas have hardy physical digestive systems, capable of eating raw and spoiled foods and drinks without any issues or risk of illness.
  • Eronidas have two independently beating hearts, meaning that even if one heart were to stop (damage/heart attack), the other would keep them alive.
  • Eronidas however, because of their two hearts, have a faster heartbeat, resulting in a quick temper, and their bleeding being more profound (this does make them die faster).

Urlan Traits

Your Urlan character has these Traits.

  • Urlan can declare one person their "Ward" (does not need consent), which grants +1 Defense Stat (break cap up to 9) while in Emote Range. This must be declared on a Character Application to apply.
  • Urlan gain +2 Defense Stat (break cap up to 9) while either in Gloomrot Forest, or while outside of the city boundaries, such as the Hunting Trails, the Forests, and roads leading out of Regalia.
  • Urlan have superior metabolism, need to eat less to survive, do not feel cold temperatures or suffer hypothermia, have night-vision in the dark, and can eat spoiled/raw/poisoned food without issue.
  • Urlan have very minor shapeshifting abilities through the Oorl Worm's substance, being able to bulk up or slim down on command by increasing or decelerating the growth hormone production of the glands.
  • Urlan can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.

Allar Traits

Your Allar character has these Traits.

  • Allar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
  • Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
  • Allar have sensitive taste, their tongue capable of deeply analyzing anything they taste, what the ingredients are, and whether it has alchemical functions.
  • Allar have perfect sight at night and in dark environments, capable of seeing in the dark without needing any external light source.
  • Allar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.

Slizzar Traits

Your Slizzar character has these Traits.

  • Slizzar are immune to any type of mind control or mind scrying from mortals, particularly Mind Control, but also Mechanics that would result in thralling, emotion-reading, emotion influencing and so forth. Additionally, if someone is actively attempting to do any of these things to a Slizzar, that Slizzar becomes aware of the attempt, and who is attempting it.
  • Slizzar can perfectly mimic Afflictions and Affinities, including Transformations and even the aesthetics of Abilities and Mechanics, even if they do not actually work that way. For example, a Slizzar can perfectly mimic the appearance of a Vampire and then use fake Vampire teeth to engage in fake blood drinking. There is no way to distinguish this from the real thing, meaning Slizzar can seamlessly infiltrate groups. Anyone attempting to call out a Slizzar for not being authentic in their mimicry of something they are not, is engaging in meta-gaming. Note, however, this does not actually give them the Mechanics. They can for example summon Archon-like wings if they are mimicking Archon, but that does not give them flight or the function as described in the Archon Mechanic.
  • Slizzar have an advanced network of off-screen politicians and Nobles under their control. As a result, whenever an Imperial Assembly is called, Slizzar are able to sit in the noble section of the Assembly, and their votes count for 2 Votes instead of one. Votes are always cast as "Aye" or "Nay", in order to use this mechanic, the Slizzar must say "Aye (a:Political Power)" for the vote to work. Additionally, Slizzar can be embedded into Noble Families, attaching to their Family-Leader as either an Ally or Manipulator. So long as both the Family Leader and the Slizzar are present at the same Imperial Assembly (in absentia or proxy voting does not count), the Family Leader may also use this Mechanic (but must be sure to use the formatting described above for it to count). Additionally, for this to count the Slizzar must self-register as embedded into a particular Noble Family through the Ticket Bot. It is not possible to stack this effect multiple times for multiple Slizzar embedded.
  • Slizzar have an advanced network of bureaucrats, bankers, and other wealthy persons they can call upon, to give them access to the new wealth of the Regalian Empire. Firstly, this means they have access to an off-screen wealth that is close but not equivalent to registered Aristocrats. It essentially means Slizzar are wealthy, and have money to throw around. Secondly, it creates a situation where Slizzar can "claim" Noble Countryside Estates. These claims are not exclusionary, that is to say, we only have a limited number of Estates available, and multiple players trying to "claim" the same Estate. For this reason, we request players make use of the holographic display to indicate if players are already present, and suspend disbelief about who owns what Estate. Chances of multiple players trying to use the same Estate at the same time, is low.
  • Slizzar are natural Persuaders with their ability to get into the heads of others. Any Persuasion Rolls done by a Slizzar, have their final Dice result increased by +1. This effect does not stack with other Mechanics that have the same effect on Persuasion Rolls.

Maraya

Your Maraya character has these Traits.

  • Maraya have small Ichor glands on their hands, which are capable of producing Chrysalis that they can shape into Crystals of any shape or size.
  • Maraya can also make music with these Chrysalis Crystals, as they can resonate based on tunes, and produce music autonomously.
  • Maraya come from an Ancient world. They can read certain Event hints that may not be obvious to other Races (inquire with DM/Event Hoster for opportunities).
  • Maraya can (out of combat) remotely hijack Tech (including Automata) to follow their commands and instructions instead, due to their historical superiority.
  • Maraya can (if they can reach melee distance safely) hack into Dragon Sites/Entities and alter their routines to unlock additional functions (consult Event Dm's).

Bralona

Your Bralona character has these Traits.

  • Bralona can, outside of combat, squeeze through walls, gates, and doors, allowing access to otherwise locked areas (stay away from private RP, please).
  • Bralona do not need to breathe, eat, drink, or sleep. They cannot be poisoned, nor can they become ill, but they can be affected by Magic Diseases.
  • Bralona, when killed, turn into an orb-shaped mass or small cube. It will auto-revive them after 72 Hours, or immediately with 1 Divinium or Artifactspark.
  • Bralona can automatically gain Leytech Technology Branch, when using Tech, which does not contribute to their maximum Tech Branches.
  • Bralona can physically invade Dragon Site machinery, or Soul Cores, and force them to operate certain functions against their will (within reason Dm judgement).

Orion

Your Orion character has these Traits.

  • Orion can speak all languages spoken in the modern age by a large enough population. That is to say, all languages recorded on the Heritages Pages can be spoken by the Orion. They are not even aware that they can speak these languages. Whenever they speak them, they feel like they are speaking their native language, implying some form of Dragon-Magic translation at work.
  • Orion lack many standard biological processes. They do not need to eat or drink but they can if they want to, and they can also become intoxicated. Orion do not need to sleep, though they will occasionally need to meditate to process their thoughts. Otherwise, they develop a progressive form of attention deficit that causes thoughts to overlap with one another which becomes worse the longer they go without meditation. Lastly, Orion do not need to breathe but occasionally need to be exposed to the starry night sky to recharge their light.
  • Orion are immune to a specific Status Effect. In Combat Roleplay, the Orion cannot be Blinded (When Blinded, you cannot target anyone. You can spend a turn to end the Effect). Because they are made out of pure starlight and do not have conventional eyes with optic capabilities, anything that would conventionally blind another person cannot blind an Orion.
  • Orion can expel parts of the stardust that their body is made of to produce portable light. They can remotely control this stardust in the air or attach it to objects to create light fixtures that remain lit for several hours. Orion bodies also emit a warm gentle light that lights up any dark areas they travel in, though it is never so bright as to blind someone. They can also see at night with night vision.
  • When Orion are trapped, imprisoned, or black-bagged and dropped into an area they are not familiar with, a star-path of starlight that only they can see will always light the way out for them. Orion, in essence, never get lost and will always find the fastest way out of any non-Magical location that would otherwise confuse or trap other people.
  • Orion Star Crowns can be worn by other Characters which allows an Orion to be present inside the person's body. This causes the eyes of the host to glow like the color of the Orion, and star-light constellations appear on their skin similar to Orion Nova. The Orion can still speak with their voice while inside their host and use their Mechanics from inside the host, but they cannot use any Combat Abilities or engage in Combat.
  • Orion do not bleed, cannot be dismembered, break bones, or have any other form of conventional harm occur to them. They are immune to falling damage, do not drown, and cannot be infected with diseases magical or conventional. If they reach 0 HP in combat, their bodily cohesion fails and their Star Crown will fall to the floor. After some time (usually less than an hour), their body re-forms and the starlight re-ignites, re-forming their physical body. If instead their Star Crown was used by someone, they are immediately re-formed inside that person, but trapped until the hour is complete. Destroying the Star Crown is covered by Kill Permissions, as destroying the Crown would kill the Orion which only the Player can give consent to.
  • Orion cannot be Afflicted, cannot have Affinities, cannot be possessed by Spirits, and cannot Disguise themselves. That said, nobody can Shapeshift into an Orion, Disguise as an Orion, or change their appearance to approximate what an Orion looks like. To be Orion is to be visually unique, as ordained by the Dragon Orion. Orion can become Aligned - see the information below in the Expanded Lore section.