https://wiki.massivecraft.com/api.php?hidebots=1&urlversion=1&days=30&limit=50&target=Archon&action=feedrecentchanges&feedformat=atomMassiveCraft Wiki - Changes related to "Archon" [en]2024-03-29T10:59:24ZRelated changesMediaWiki 1.38.1https://wiki.massivecraft.com/index.php?title=Magic&diff=49674&oldid=49580Magic2024-03-15T22:34:16Z<p><span dir="auto"><span class="autocomment">Limit Breaking and Spirit Invasion</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Much of the known theories in lore are inherited from the Allorn Empire. Regardless of the individual opinions of the victims or survivors of the Allorn Empire, it progressed Magical research to such a degree that most modern theories and understanding of Magic is based on their work. Allorn Magical Theory can usually be split up into various subcategories, each covering a specific aspect of Magic that can be used in Roleplay for conversations between Mages, or how Mages should consider each other in relation to Magic. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Much of the known theories in lore are inherited from the Allorn Empire. Regardless of the individual opinions of the victims or survivors of the Allorn Empire, it progressed Magical research to such a degree that most modern theories and understanding of Magic is based on their work. Allorn Magical Theory can usually be split up into various subcategories, each covering a specific aspect of Magic that can be used in Roleplay for conversations between Mages, or how Mages should consider each other in relation to Magic. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Limit Breaking and Spirit Invasion===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Limit Breaking and Spirit Invasion===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>One of the biggest dangers to Mages (outside of the unrelated matter of Purists who hate Magic), is the concept of Limit-Breaking and related or unrelated Spirit Invasion. Limit Breaking occurs when a Mage has lost focus or energy while trying to cast Magic, causing them to lose control over their own Magic and their body to start casting Magic unpredictably on its own. This can include random spells being cast, or just really harmful Magic leaking out of them that acts like radiation to other people giving them Magic Sickness. A Mage that is Limit-breaking cannot stop unless an outside force either knocks them out, shoots them with Puretek, or uses Aelrrigan techniques to temporarily sever their connection allowing them to calm down, though these solutions are not always available, and so most Limit-breaking Mages eventually explode, or worse, become possessed. Entities from other Dimensions known as Spirits, always look for hosts in Aloria, but while in the other Dimension, they cannot "see" things in Aloria, except for Magic. When a Mage is Limit-Breaking, they become like a bright bonfire lit against the night sky, and Spirits from all over rush to try and break into the Mage's mind. Chances are while Limit-Breaking that the Mage is already unable to protect their mind while panicking or harming themselves with their own Magic, and becomes instantly possessed by a Spirit that breaks in from another Dimension, which is generally very bad. It does stop the Limit-Breaking (As the Spirit can control the flow of Magic) but essentially kills the Mage in the process as their personality is replaced by that of the Spirit (or in some cases, enslaved). A possession of this kind can be reversed, but the damage can rarely ever be undone, meaning most Mages who have become Spirit Invaded, are put out of their misery. There is a general misconception that Arkenborn are immune to Limit-Breaking. This is born from the idea that they are able to cast Magic freely of their own parent's Alignment, but it does not grant them protection against other forms of Magic at all. Mages promote the use of hand gestures, spoken spells, casting conduits (like staves, wands, and tomes) to improve focus. This is why it is very rare to see Mages who do not gesture their Magic at all, which is considered extremely dangerous and playing with fire within the Mage-Community. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>One of the biggest dangers to Mages (outside of the unrelated matter of Purists who hate Magic), is the concept of Limit-Breaking and related or unrelated Spirit Invasion. Limit Breaking occurs when a Mage has lost focus or energy while trying to cast Magic, causing them to lose control over their own Magic and their body to start casting Magic unpredictably on its own. This can include random spells being cast, or just really harmful Magic leaking out of them that acts like radiation to other people giving them Magic Sickness. A Mage that is Limit-breaking cannot stop unless an outside force either knocks them out, shoots them with Puretek, or uses Aelrrigan techniques to temporarily sever their connection allowing them to calm down, though these solutions are not always available, and so most Limit-breaking Mages eventually explode, or worse, become possessed. Entities from other Dimensions known as Spirits, always look for hosts in Aloria, but while in the other Dimension, they cannot "see" things in Aloria, except for Magic. When a Mage is Limit-Breaking, they become like a bright bonfire lit against the night sky, and Spirits from all over rush to try and break into the Mage's mind. Chances are while Limit-Breaking that the Mage is already unable to protect their mind while panicking or harming themselves with their own Magic, and becomes instantly possessed by a Spirit that breaks in from another Dimension, which is generally very bad. It does stop the Limit-Breaking (As the Spirit can control the flow of Magic) but essentially kills the Mage in the process as their personality is replaced by that of the Spirit (or in some cases, enslaved). A possession of this kind can be reversed, but the damage can rarely ever be undone, meaning most Mages who have become Spirit Invaded, are put out of their misery<ins style="font-weight: bold; text-decoration: none;">. Spirits and Demons, due to their direction connection to the Planes, and usual lack of a body, cannot Limit Break</ins>. There is a general misconception that Arkenborn are immune to Limit-Breaking. This is born from the idea that they are able to cast Magic freely of their own parent's Alignment, but it does not grant them protection against other forms of Magic at all. Mages promote the use of hand gestures, spoken spells, casting conduits (like staves, wands, and tomes) to improve focus. This is why it is very rare to see Mages who do not gesture their Magic at all, which is considered extremely dangerous and playing with fire within the Mage-Community.</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Magical Tiers===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Magical Tiers===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Allorn Mages were obsessed with the classification of Mages, so they could categorize some Mages as superior to others and identify which Mages were suitable as rulers and which were suitable as workers. This Magical Tier system is anything but absolute, it has flaws, but it is still used in the common era to gain a rough understanding of how strong a Mage is in comparison to others on a somewhat flexible scale. The scale goes as follows, note that Tier Eight to Ten are considered "God-Tiers", as this is the level at which a Mage becomes indistinguishable from a God. Magic derived from the Proficiency System or Abilities usually caps off at Tier Five, because no Ability or Heritage Mechanic allows for the creation of permanent matter (like Artifacts). Some Custom Kits may form exceptions to this. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Allorn Mages were obsessed with the classification of Mages, so they could categorize some Mages as superior to others and identify which Mages were suitable as rulers and which were suitable as workers. This Magical Tier system is anything but absolute, it has flaws, but it is still used in the common era to gain a rough understanding of how strong a Mage is in comparison to others on a somewhat flexible scale. The scale goes as follows, note that Tier Eight to Ten are considered "God-Tiers", as this is the level at which a Mage becomes indistinguishable from a God. Magic derived from the Proficiency System or Abilities usually caps off at Tier Five, because no Ability or Heritage Mechanic allows for the creation of permanent matter (like Artifacts). Some Custom Kits may form exceptions to this. </div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Arkenborn&diff=49673&oldid=49275Arkenborn2024-03-15T01:28:23Z<p></p>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| Justice Arkenborn can see backwards in time (coordinate with other players to tell their past<del style="font-weight: bold; text-decoration: none;">) or see glimpses of possible futures in multi-time thread theory (there are thousands of possibilities</del>).</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| Justice Arkenborn can see backwards in time (coordinate with other players to tell their past).</div></td></tr>
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</table>OkaDokahttps://wiki.massivecraft.com/index.php?title=Magic_Point_Buy&diff=49667&oldid=49581Magic Point Buy2024-03-13T21:28:52Z<p><span dir="auto"><span class="autocomment">Magic Spell Packs</span></span></p>
<a href="//wiki.massivecraft.com/index.php?title=Magic_Point_Buy&diff=49667&oldid=49581">Show changes</a>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Maquixtl&diff=49621&oldid=49237Maquixtl2024-03-10T21:44:37Z<p><span dir="auto"><span class="autocomment">Trivia</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* The Maquixtl state does not have a formal ambassador in Regalia. This is because the Maquixtl state is so far away and isolationist, that generally speaking it does not want or act in any way that impacts the wider world, thus not necessitating diplomatic contact. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* The Maquixtl state does not have a formal ambassador in Regalia. This is because the Maquixtl state is so far away and isolationist, that generally speaking it does not want or act in any way that impacts the wider world, thus not necessitating diplomatic contact. </div></td></tr>
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<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>{{<del style="font-weight: bold; text-decoration: none;">Races</del>}}</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>{{<ins style="font-weight: bold; text-decoration: none;">Peoples</ins>}}</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Artists = MonMarty</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Artists = MonMarty</div></td></tr>
</table>Firefan96https://wiki.massivecraft.com/index.php?title=Kathar&diff=49620&oldid=49284Kathar2024-03-10T21:44:23Z<p><span dir="auto"><span class="autocomment">Trivia</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* There are many Cult of Power Kathar who live in the Allorn Empire, and even are Princes there, continuing to rule under the reborn [[Talea]].</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* There are many Cult of Power Kathar who live in the Allorn Empire, and even are Princes there, continuing to rule under the reborn [[Talea]].</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* The Kathar use small black stones called Void Tablets as currency.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* The Kathar use small black stones called Void Tablets as currency.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>{{<del style="font-weight: bold; text-decoration: none;">Races</del>}}</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Accreditation</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Accreditation</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Artists = MonMarty</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Artists = MonMarty</div></td></tr>
</table>Firefan96https://wiki.massivecraft.com/index.php?title=Songaskia&diff=49612&oldid=49136Songaskia2024-03-10T21:42:43Z<p><span dir="auto"><span class="autocomment">Trivia</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Because Songaskians are not observed to die in Aloria, Ordial entities and visitors report that very few Songaskians reside in Bintaar, something that annoys a great deal of Ordial entities (beyond the annoyance at the Songaskians destroying many Bintaar plots in Aloria by killing their agents in the world of the living). </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Because Songaskians are not observed to die in Aloria, Ordial entities and visitors report that very few Songaskians reside in Bintaar, something that annoys a great deal of Ordial entities (beyond the annoyance at the Songaskians destroying many Bintaar plots in Aloria by killing their agents in the world of the living). </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* We know the page has too much art on it, and it flows over beyond the end of the text on the page. We will not be apologetic for how hot Songaskians are, and how everyone should have more of them. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* We know the page has too much art on it, and it flows over beyond the end of the text on the page. We will not be apologetic for how hot Songaskians are, and how everyone should have more of them. </div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>{{<del style="font-weight: bold; text-decoration: none;">Races</del>}}</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Accreditation</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{Accreditation</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Artists = MonMarty</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|Artists = MonMarty</div></td></tr>
</table>Firefan96https://wiki.massivecraft.com/index.php?title=Godborn&diff=49583&oldid=49522Godborn2024-03-07T20:47:20Z<p><span dir="auto"><span class="autocomment">Unionist Godborn</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#ffe7a3;" | '''Godborn Traits:'''</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#ffe7a3;" | '''Godborn Traits:'''</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| No max age, must be Ailor<del style="font-weight: bold; text-decoration: none;">/Solvaan/ or any Half-Race variants</del>, auburn hair color, and must have Golden Glowing Eyes. If no Twindivine Pair is present, Mechanic One is inaccessible.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| No max age, must be <ins style="font-weight: bold; text-decoration: none;">full heritage of Mother, or half Mother's Heritage, half </ins>Ailor, auburn hair color, and must have Golden Glowing Eyes. If no Twindivine Pair is present, Mechanic One is inaccessible.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#ffe7a3;" | '''Optional Traits:'''</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#ffe7a3;" | '''Optional Traits:'''</div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Magic_Point_Buy&diff=49581&oldid=49437Magic Point Buy2024-03-07T19:50:53Z<p><span dir="auto"><span class="autocomment">Magic Reduce Pack</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 19:50, 7 March 2024</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| Dispel Power</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| Dispel Power</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| Grants the user {{#simple-tooltip: Magic Reduce | To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), <del style="font-weight: bold; text-decoration: none;">and </del>any status effects applied by the Power having its duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.}}</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| Grants the user {{#simple-tooltip: Magic Reduce | To punish an enemy Mage, use this Ability as a Reaction to a character within Range using a Power that affects the user or an Ally. The Power used by the target is weakened in some way, any damage done being reduced by 1 (to a minimum of 0), any status effects applied by the Power having its <ins style="font-weight: bold; text-decoration: none;">duration reduced by half, rounded down, or any distance or </ins>duration reduced by half, rounded down. Magic Reduce has a 2 Hour Cooldown. <u>'''Sinistral Usage:'''</u> The user or Ally being protected also gains +2 to their Defense for the next 3 turns, breaking the proficiency cap up to 9.}}</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| {{#simple-tooltip: N/A }}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| {{#simple-tooltip: N/A }}</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Magic&diff=49580&oldid=49577Magic2024-03-07T19:32:57Z<p><span dir="auto"><span class="autocomment">Cursing</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 19:32, 7 March 2024</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''8 Points in Magic:''' Maximum target's whole Lifespan Curses.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''8 Points in Magic:''' Maximum target's whole Lifespan Curses.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>It is functionally "easy" for a Mage to curse someone, usually only requiring them to be in close proximity to cast the spell, which is almost always Hidden. Curses are, however, very potent forms of Magic, so a Mage who over-uses them is often much more liable to Limit Break. A Mage can also cast a curse into an object, which will pass it onto the next person who picks it up, even long after the Mage dies. What a Curse can actually do is also nearly unlimited, as magic is mostly unlimited, but it is always limited to using the cursed person as a conduit. For example, you cannot curse someone to instantly kill anyone within 5 ft of them, but you could curse someone to severely burn the skin of any person they touch. Curses like these can only work once, or be perpetual. While it would be too cumbersome to write out a fully exhaustive list of what a Curse could be, below is a set of guidelines and rules on what Curses cannot do, or cannot be. These limitations are a mixture of IC (not possible with magic) or OOC (an unfair/unfun mechanic), and can generally be rationalized In-Character as Mages not being strong enough or experienced enough to apply these kinds of curses, the general limitations of cursing magic, or being a severe societal taboo that the character will not break:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>It is functionally "easy" for a Mage to curse someone, usually only requiring them to be in close proximity to cast the spell, which is almost always Hidden. Curses are, however, very potent forms of Magic, so a Mage who over-uses them is often much more liable to Limit Break. A Mage can also cast a curse into an object, which will pass it onto the next person who picks it up, even long after the Mage dies. What a Curse can actually do is also nearly unlimited, as magic is mostly unlimited, but it is always limited to using the cursed person as a conduit. For example, you cannot curse someone to instantly kill anyone within 5 ft of them, but you could curse someone to severely burn the skin of any person they touch. Curses like these can only work once, or be perpetual. While it would be too cumbersome to write out a fully exhaustive list of what a Curse could be, below is a set of guidelines and rules on what Curses cannot do, or cannot be. These limitations are a mixture of IC (not possible with magic) or OOC (an unfair/unfun mechanic), and can generally be rationalized In-Character as Mages not being strong enough or experienced enough to apply these kinds of curses, the general limitations of cursing magic, or being a severe societal taboo that the character will not break:</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* Curses <del style="font-weight: bold; text-decoration: none;">can never </del>fully Shapeshift, Disguise, or radically transform someone to the point of being unrecognizable. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* Curses <ins style="font-weight: bold; text-decoration: none;">cannot </ins>fully Shapeshift, Disguise, or radically transform someone to the point of being unrecognizable. </div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* Curses <del style="font-weight: bold; text-decoration: none;">can never </del>do what the Spirit Duke Curses can do, listed on the [[Spirit]] page. Treat that section like a "ceiling." </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* Curses <ins style="font-weight: bold; text-decoration: none;">cannot </ins>do what the Spirit Duke Curses can do, listed on the [[Spirit]] page. Treat that section like a "ceiling." </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Curses cannot influence or alter the Soul, as this is generally reserved for higher powers or Soul Magic, which has its own limits.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Curses cannot influence or alter the Soul, as this is generally reserved for higher powers or Soul Magic, which has its own limits.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Curses cannot be overly specific, for example you can curse someone to always tell the truth when they speak, but you cannot curse them to only tell the truth when asked a question by a specific person.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Curses cannot be overly specific, for example you can curse someone to always tell the truth when they speak, but you cannot curse them to only tell the truth when asked a question by a specific person.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Curses cannot have too many complicated conditions or pre-requisites, they should generally only have one general trigger, and either be active in perpetuity or only activate when that trigger is met.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Curses cannot have too many complicated conditions or pre-requisites, they should generally only have one general trigger, and either be active in perpetuity or only activate when that trigger is met.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Curses can alter the cursed person's perception, but not alter other people's perception of the cursed person. A good rule of thumb is a Curse should only effect or apply to the Cursed person, or something they directly touch.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Curses can alter the cursed person's perception, but not alter other people's perception of the cursed person. A good rule of thumb is a Curse should only effect or apply to the Cursed person, or something they directly touch.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* Curses <del style="font-weight: bold; text-decoration: none;">never </del>work as "boons," and cannot be applied in reverse. For example, you can curse someone to be weaker, but you can never "curse" them to be stronger. A good rule of thumb is a Curse should always be a bad thing for whoever it is applied to.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* Curses <ins style="font-weight: bold; text-decoration: none;">cannot </ins>work as "boons," and cannot be applied in reverse. For example, you can curse someone to be weaker, but you can never "curse" them to be stronger. A good rule of thumb is a Curse should always be a bad thing for whoever it is applied to.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* Curses <del style="font-weight: bold; text-decoration: none;">should never </del>permanently alter someone, and should always be reverted when removed. Any secondary negative side effects are not removed, for example cursing someone to stab a friend, the stab wound would not be reverted.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* Curses <ins style="font-weight: bold; text-decoration: none;">cannot </ins>permanently alter someone, and should always be reverted when removed. Any secondary negative side effects are not removed, for example cursing someone to stab a friend, the stab wound would not be reverted.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>It is difficult to defend oneself from the application of Curses, because they are so secretive, and because they are usually applied with potent magic. There is an exception to this, however, which is the presence of Gods and Religion. Very pious, faithful worshippers will often have their souls protected against weaker Curses, or Curses that are cast without any "agreement" or pre-requisite. For example, a good Unionist might have resistance against a weak Demon or Mage casting a Curse on them just by looking at them, but would not be protected if they accepted a gift from them or invited them into their home. This resistance takes the form of delaying the Curse, meaning the Unionist would still be cursed, but instead of the curse activating and doing what it meant to, it may take the form of some kind of scar or marking, giving the Unionist some time to try and stop it or have it removed before it takes effect. There are other kinds of Resistances to Curses that exist, such as for things like Archon, but there are rarely, if ever, outright immunities to curses. Even if someone themselves is resistant to a Curse, the people around them likely aren't, and the same goes for their possible children. An example list of types of peoples who may have resistances (of varying levels) to curses: [[Archon]], [[Sihndar]], [[Narim]], [[Bralona]], [[Urlan]], [[Sihai]], [[Songaskian]], [[Godborn]], [[Arkenborn]], [[Afflictions]]. Removing Curses is a more complicated matter, as many Curses cannot be removed prematurely at all, at least by means accessible to Mortals. The list of ways to "remove" a Curse are, as follows (depending on the kind of curse it is):</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>It is difficult to defend oneself from the application of Curses, because they are so secretive, and because they are usually applied with potent magic. There is an exception to this, however, which is the presence of Gods and Religion. Very pious, faithful worshippers will often have their souls protected against weaker Curses, or Curses that are cast without any "agreement" or pre-requisite. For example, a good Unionist might have resistance against a weak Demon or Mage casting a Curse on them just by looking at them, but would not be protected if they accepted a gift from them or invited them into their home. This resistance takes the form of delaying the Curse, meaning the Unionist would still be cursed, but instead of the curse activating and doing what it meant to, it may take the form of some kind of scar or marking, giving the Unionist some time to try and stop it or have it removed before it takes effect. There are other kinds of Resistances to Curses that exist, such as for things like Archon, but there are rarely, if ever, outright immunities to curses. Even if someone themselves is resistant to a Curse, the people around them likely aren't, and the same goes for their possible children. An example list of types of peoples who may have resistances (of varying levels) to curses: [[Archon]], [[Sihndar]], [[Narim]], [[Bralona]], [[Urlan]], [[Sihai]], [[Songaskian]], [[Godborn]], [[Arkenborn]], [[Afflictions]]. Removing Curses is a more complicated matter, as many Curses cannot be removed prematurely at all, at least by means accessible to Mortals. The list of ways to "remove" a Curse are, as follows (depending on the kind of curse it is):</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Waiting it Out:''' Some Curses cannot be removed early, except by God-tier beings, and in order to get rid of it, especially if it is a shorter Curse, the person suffering it just has to wait for the Curse to end. This is especially common for "one time" Curses, where the victim just has to mitigate the harm of whatever the Curse does, and then they're free of it. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Waiting it Out:''' Some Curses cannot be removed early, except by God-tier beings, and in order to get rid of it, especially if it is a shorter Curse, the person suffering it just has to wait for the Curse to end. This is especially common for "one time" Curses, where the victim just has to mitigate the harm of whatever the Curse does, and then they're free of it. </div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Vampirism&diff=49578&oldid=49302Vampirism2024-03-07T19:28:46Z<p><span dir="auto"><span class="autocomment">Bloodlines</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 19:28, 7 March 2024</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Common Mechanic III:''' Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Common Mechanic III:''' Vampires can use a Party Glamor at Server Events/Player Events (not Raids), which acts as a Disguise, until the leave the Event Venue. Cannot ever be used outside of Event Venues.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Common Mechanic IV:''' Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Common Mechanic IV:''' Vampires can grant immunity to Vampirism to any person willing to bargain with them. In turn, if the bargained person attacks the Vampire or reveals the deal, they take massive damage (discuss in Dm's what this means).</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Common Mechanic V:''' Vampires, when applying Curses via [[Advanced Roleplay Mechanics]] can apply minor Curses that last for up to 12 Hours max, without needing OOC Consent, which count as having +1 Magic Stat for dispelling considerations.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Voilenigme===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Voilenigme===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:Alaisreworkvamp.png|left|150px|caption]]</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:Alaisreworkvamp.png|left|150px|caption]]</div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Magic&diff=49577&oldid=49499Magic2024-03-07T19:25:41Z<p><span dir="auto"><span class="autocomment">Cursing</span></span></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 19:25, 7 March 2024</td>
</tr><tr><td colspan="4" class="diff-multi" lang="en">(2 intermediate revisions by the same user not shown)</td></tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l48">Line 48:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Magical Mechanics==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Magical Mechanics==</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This section includes mostly OOC explanations of how Magic in Massivecraft's world functions, so that players can roleplay it out with an understanding of how it is supposed to work. Experienced Mages, Scholars, and those who hunt Mages/Demons may understand some of the following IC, but we advise that players never give their characters full knowledge of what is listed below. Please note that the explanations below may not always be something your Character can do, because of fairness or System Rules.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This section includes mostly OOC explanations of how Magic in Massivecraft's world functions, so that players can roleplay it out with an understanding of how it is supposed to work. Experienced Mages, Scholars, and those who hunt Mages/Demons may understand some of the following IC, but we advise that players never give their characters full knowledge of what is listed below. Please note that the explanations below may not always be something your Character can do, because of fairness or System Rules.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>===Cursing <del style="font-weight: bold; text-decoration: none;">WIP UNFINISHED</del>===</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>===Cursing===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Cursing requires the usage of [[Advanced Roleplay Mechanics]]. Curses, Hexes, and Charms are a form of "delayed magic," meaning when a Mage casts a fireball spell, it is considered "instant" magic, where as soon as they cast the spell there is an explosion of fire. Delayed Magic delays the activation of a spell until a certain condition or time is met, and then activates. A curse, then, is a delayed spell with a long term effect on a person depending on what they do. For example, cursing someone so that the next time they try to drink a glass of water, they spontaneously combust. There are two kinds of Curses:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Cursing requires the usage of [[Advanced Roleplay Mechanics]]. Curses, Hexes, and Charms are a form of "delayed magic," meaning when a Mage casts a fireball spell, it is considered "instant" magic, where as soon as they cast the spell there is an explosion of fire. Delayed Magic delays the activation of a spell until a certain condition or time is met, and then activates. A curse, then, is a delayed spell with a long term effect on a person depending on what they do. For example, cursing someone so that the next time they try to drink a glass of water, they spontaneously combust. There are two kinds of Curses:</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Limited Curses:''' The Curse only effects one singular person, until it times out, or until they die, wherein the curse ends.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Limited Curses:''' The Curse only effects one singular person, until it times out, or until they die, wherein the curse ends.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Unlimited Curses:''' The Curse effects one person, but can be passed on to any number of people, via touch, or another mechanic, and can even pass on to the cursed person's children.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Unlimited Curses:''' The Curse effects one person, but can be passed on to any number of people, via touch, or another mechanic, and can even pass on to the cursed person's children.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Only Gods, Spirit Sovereigns, Dragons, Arken, and beings of those levels can apply Unlimited Curses, most Mages (including Player Characters) can only ever apply Limited Curses onto people. There is a loophole to this, when it applies to lesser Spirits, wherein if a Spirit possesses someone they can act as an Unlimited Curse, meaning for as long as they're possessing them, it applies, and they can pass this "curse" on via their possession. For both kinds of Curses, a Curse will remain for as long as it was meant to, or until the cursed person dies. The Mage who does the Cursing does not have to be alive for their Curse to persist, even killing someone immediately after they curse you will not remove the curse. However, only skilled mages can create long-lasting curses. The vast majority of Mages can only cast Curses that last for a few months, but even this is plenty enough time to ruin's someone's life or kill them. The limit of Curse application is based on Magic Investment:</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Only Gods, Spirit Sovereigns, Dragons, Arken, and beings of those levels can apply Unlimited Curses, most Mages (including Player Characters) can only ever apply Limited Curses onto people. There is a loophole to this, when it applies to lesser Spirits, wherein if a Spirit possesses someone they can act as an Unlimited Curse, meaning for as long as they're possessing them, it applies, and they can pass this "curse" on via their possession. For both kinds of Curses, a Curse will remain for as long as it was meant to, or until the cursed person dies. The Mage who does the Cursing does not have to be alive for their Curse to persist, even killing someone immediately after they curse you will not remove the curse. However, only skilled mages can create long-lasting curses. The vast majority of Mages can only cast Curses that last for a few months, but even this is plenty enough time to ruin's someone's life or kill them. The limit of Curse application is based on Magic Investment<ins style="font-weight: bold; text-decoration: none;">, but only for Planar Magic (Void/Exist/Ordial), God Magic is not potent enough to Curse others</ins>:</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''2 Points in Magic:''' Maximum 1 Hour Curses.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''2 Points in Magic:''' Maximum 1 Hour Curses.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''3 Points in Magic:''' Maximum 1 Day Curses.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''3 Points in Magic:''' Maximum 1 Day Curses.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''7 Points in Magic:''' Maximum 10 Years Curses.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''7 Points in Magic:''' Maximum 10 Years Curses.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''8 Points in Magic:''' Maximum target's whole Lifespan Curses.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''8 Points in Magic:''' Maximum target's whole Lifespan Curses.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>It is functionally "easy" for a Mage to curse someone, usually only requiring them to be in close proximity to cast the spell, which is <del style="font-weight: bold; text-decoration: none;">often </del>Hidden. Curses are, however, very potent forms of Magic, so a Mage who over-uses them is often much more liable to Limit Break. A Mage can also cast a curse into an object, which will pass it onto the next person who picks it up, even long after the Mage dies. What a Curse can actually do is also nearly unlimited, as magic is mostly unlimited, but it is always limited to using the cursed person as a conduit. For example, you cannot curse someone to instantly kill anyone within 5 ft of them, but you could curse someone to severely burn the skin of any person they touch. Curses like these can only work once, or be perpetual. There is an exception to this, however, which is the presence of Gods and Religion. Very pious, faithful worshippers will often have their souls protected against weaker Curses, or Curses that are cast without any "agreement" or pre-requisite. For example, a good Unionist might have resistance against a weak Demon or Mage casting a Curse on them just by looking at them, but would not be protected if they accepted a gift from them or invited them into their home. This resistance takes the form of delaying the Curse, meaning the Unionist would still be cursed, but instead of the curse activating and doing what it meant to, it may take the form of some kind of scar or marking, giving the Unionist some time to try and stop it or have it removed before it takes effect. There are other kinds of Resistances to Curses that exist, such as for things like Archon, but there are rarely, if ever, outright immunities to curses. Even if someone themselves is resistant to a Curse, the people around them likely aren't, and the same goes for their possible children. An example list of types of peoples who may have resistances (of varying levels) to curses: [[Archon]], [[Sihndar]], [[Narim]], [[Bralona]], [[Urlan]], [[Sihai]], [[Songaskian]], [[Godborn]], [[Arkenborn]], [[Afflictions]]. Removing Curses is a more complicated matter, as many Curses cannot be removed prematurely at all, at least by means accessible to Mortals. The list of ways to "remove" a Curse are, as follows (depending on the kind of curse it is):</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>It is functionally "easy" for a Mage to curse someone, usually only requiring them to be in close proximity to cast the spell, which is <ins style="font-weight: bold; text-decoration: none;">almost always </ins>Hidden. Curses are, however, very potent forms of Magic, so a Mage who over-uses them is often much more liable to Limit Break. A Mage can also cast a curse into an object, which will pass it onto the next person who picks it up, even long after the Mage dies. What a Curse can actually do is also nearly unlimited, as magic is mostly unlimited, but it is always limited to using the cursed person as a conduit. For example, you cannot curse someone to instantly kill anyone within 5 ft of them, but you could curse someone to severely burn the skin of any person they touch. Curses like these can only work once, or be perpetual<ins style="font-weight: bold; text-decoration: none;">. While it would be too cumbersome to write out a fully exhaustive list of what a Curse could be, below is a set of guidelines and rules on what Curses cannot do, or cannot be. These limitations are a mixture of IC (not possible with magic) or OOC (an unfair/unfun mechanic), and can generally be rationalized In-Character as Mages not being strong enough or experienced enough to apply these kinds of curses, the general limitations of cursing magic, or being a severe societal taboo that the character will not break:</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Curses can never fully Shapeshift, Disguise, or radically transform someone to the point of being unrecognizable. </ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Curses can never do what the Spirit Duke Curses can do, listed on the [[Spirit]] page. Treat that section like a "ceiling." </ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Curses cannot influence or alter the Soul, as this is generally reserved for higher powers or Soul Magic, which has its own limits.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Curses cannot be overly specific, for example you can curse someone to always tell the truth when they speak, but you cannot curse them to only tell the truth when asked a question by a specific person.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Curses cannot have too many complicated conditions or pre-requisites, they should generally only have one general trigger, and either be active in perpetuity or only activate when that trigger is met.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Curses can alter the cursed person's perception, but not alter other people's perception of the cursed person. A good rule of thumb is a Curse should only effect or apply to the Cursed person, or something they directly touch.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Curses never work as "boons," and cannot be applied in reverse. For example, you can curse someone to be weaker, but you can never "curse" them to be stronger. A good rule of thumb is a Curse should always be a bad thing for whoever it is applied to.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Curses should never permanently alter someone, and should always be reverted when removed. Any secondary negative side effects are not removed, for example cursing someone to stab a friend, the stab wound would not be reverted.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">It is difficult to defend oneself from the application of Curses, because they are so secretive, and because they are usually applied with potent magic</ins>. There is an exception to this, however, which is the presence of Gods and Religion. Very pious, faithful worshippers will often have their souls protected against weaker Curses, or Curses that are cast without any "agreement" or pre-requisite. For example, a good Unionist might have resistance against a weak Demon or Mage casting a Curse on them just by looking at them, but would not be protected if they accepted a gift from them or invited them into their home. This resistance takes the form of delaying the Curse, meaning the Unionist would still be cursed, but instead of the curse activating and doing what it meant to, it may take the form of some kind of scar or marking, giving the Unionist some time to try and stop it or have it removed before it takes effect. There are other kinds of Resistances to Curses that exist, such as for things like Archon, but there are rarely, if ever, outright immunities to curses. Even if someone themselves is resistant to a Curse, the people around them likely aren't, and the same goes for their possible children. An example list of types of peoples who may have resistances (of varying levels) to curses: [[Archon]], [[Sihndar]], [[Narim]], [[Bralona]], [[Urlan]], [[Sihai]], [[Songaskian]], [[Godborn]], [[Arkenborn]], [[Afflictions]]. Removing Curses is a more complicated matter, as many Curses cannot be removed prematurely at all, at least by means accessible to Mortals. The list of ways to "remove" a Curse are, as follows (depending on the kind of curse it is):</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Waiting it Out:''' Some Curses cannot be removed early, except by God-tier beings, and in order to get rid of it, especially if it is a shorter Curse, the person suffering it just has to wait for the Curse to end. This is especially common for "one time" Curses, where the victim just has to mitigate the harm of whatever the Curse does, and then they're free of it. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Waiting it Out:''' Some Curses cannot be removed early, except by God-tier beings, and in order to get rid of it, especially if it is a shorter Curse, the person suffering it just has to wait for the Curse to end. This is especially common for "one time" Curses, where the victim just has to mitigate the harm of whatever the Curse does, and then they're free of it. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Priestly Absorption:''' Any Priest of a Religion can, if someone of the same Religion is cursed, self-sacrifice by absorbing a Curse from that worshipper. The worshipper is spared, but the Priest suffers the full Curse in their stead. If a Priest has absorbed 3 Curses, and keeps all 3 Curses at the same time (of consequence, not low-impact or short timer Curses) the priest automatically generates 1 Divinium Token (which is usually used to then ask to have the Curses removed). </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Priestly Absorption:''' Any Priest of a Religion can, if someone of the same Religion is cursed, self-sacrifice by absorbing a Curse from that worshipper. The worshipper is spared, but the Priest suffers the full Curse in their stead. If a Priest has absorbed 3 Curses, and keeps all 3 Curses at the same time (of consequence, not low-impact or short timer Curses) the priest automatically generates 1 Divinium Token (which is usually used to then ask to have the Curses removed). </div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Dispelling the Curse:''' Dispelling a Curse is only available to Mages who are more experienced than the Mage that cast the Curse in the first Place (greater Magic Investment), which undoes the magic of the Curse and instantly ends it. However, if the Player of the Cursed Character wants to remain Cursed for longer, they can decline this working. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Dispelling the Curse:''' Dispelling a Curse is only available to Mages who are more experienced than the Mage that cast the Curse in the first Place (greater <ins style="font-weight: bold; text-decoration: none;">or equal </ins>Magic Investment), which undoes the magic of the Curse and instantly ends it. However, if the Player of the Cursed Character wants to remain Cursed for longer, they can decline this working. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Divine Intervention:''' Beings like Gods, Arken, Dragons, etc are all generally capable of removing any kind of Curse. If a character spends Divinium to summon a God, they are guaranteed to remove a Curse, if asked. If a God is asked without spending Divinium, they may not always agree. Other Event Entities (Arken, Powerful Demons, etc) may also be capable of removing Curses on request, but will almost always ask for something in return.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Divine Intervention:''' Beings like Gods, Arken, Dragons, etc are all generally capable of removing any kind of Curse. If a character spends Divinium to summon a God, they are guaranteed to remove a Curse, if asked. If a God is asked without spending Divinium, they may not always agree. Other Event Entities (Arken, Powerful Demons, etc) may also be capable of removing Curses on request, but will almost always ask for something in return.</div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Godborn&diff=49522&oldid=49501Godborn2024-03-06T07:37:44Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 07:37, 6 March 2024</td>
</tr><tr><td colspan="4" class="diff-multi" lang="en">(One intermediate revision by the same user not shown)</td></tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l26">Line 26:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|-</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#ffe7a3;" | '''Godborn Traits:'''</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#ffe7a3;" | '''Godborn Traits:'''</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| Max age 50, <del style="font-weight: bold; text-decoration: none;">must </del>be <del style="font-weight: bold; text-decoration: none;">[[</del>Ailor<del style="font-weight: bold; text-decoration: none;">]]/[[</del>Fin'ullen<del style="font-weight: bold; text-decoration: none;">]]/[[</del>Solvaan<del style="font-weight: bold; text-decoration: none;">]]/[[Maquixtl]] or any Half-Race variants, </del>auburn hair color<del style="font-weight: bold; text-decoration: none;">, </del>and <del style="font-weight: bold; text-decoration: none;">must have </del>God-Sight Eyes (bright colored iris/pupil<del style="font-weight: bold; text-decoration: none;">, </del>or <del style="font-weight: bold; text-decoration: none;">whole </del>eye).</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| Max age 50<ins style="font-weight: bold; text-decoration: none;">. Caan is Half Ailor Half Maquixtl</ins>, <ins style="font-weight: bold; text-decoration: none;">his Godborn can </ins>be <ins style="font-weight: bold; text-decoration: none;">with an </ins>Ailor<ins style="font-weight: bold; text-decoration: none;">, Maquixtl, </ins>Fin'ullen<ins style="font-weight: bold; text-decoration: none;">, or </ins>Solvaan <ins style="font-weight: bold; text-decoration: none;">mother. Must have </ins>auburn hair color and God-Sight Eyes (bright colored iris/pupil or eye).</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#ffe7a3;" | '''Optional Traits:'''</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#ffe7a3;" | '''Optional Traits:'''</div></td></tr>
</table>OkaDokahttps://wiki.massivecraft.com/index.php?title=Marken&diff=49517&oldid=49512Marken2024-03-05T02:43:17Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 02:43, 5 March 2024</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><span style="font-size:130%;><center>'''Claw Marken'''</center></span></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><span style="font-size:130%;><center>'''Claw Marken'''</center></span></div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The Claw Marken are more common among [[Suvial]] Estelley worshipers as Werecats and Weretigers, as a curse from the <del style="font-weight: bold; text-decoration: none;">Dragon Armina </del>to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Avinla cursed him, only for him to turn in the middle of his court, burn his riches, and slaughter his harem. Claw Marken are exceptionally ferocious among the Marken, rarely leaving survivors to their vicious attacks. Claw Marken represent the personality traits of Revenge and Obsession.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The Claw Marken are more common among [[Suvial]] Estelley worshipers as Werecats and Weretigers, as a curse from the <ins style="font-weight: bold; text-decoration: none;">Goddess Avinla </ins>to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Avinla cursed him, only for him to turn in the middle of his court, burn his riches, and slaughter his harem. Claw Marken are exceptionally ferocious among the Marken, rarely leaving survivors to their vicious attacks. Claw Marken represent the personality traits of Revenge and Obsession.</div></td></tr>
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</table>OkaDokahttps://wiki.massivecraft.com/index.php?title=Marken&diff=49512&oldid=49498Marken2024-03-03T22:35:07Z<p><span dir="auto"><span class="autocomment">General Marken Mechanics</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 1:''' Marken have enhanced senses, even when not transformed. They can see better (even in darkness), or hear quieter sounds from further away. (Consult with Event DM if this would reveal any new info).</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 1:''' Marken have enhanced senses, even when not transformed. They can see better (even in darkness), or hear quieter sounds from further away. (Consult with Event DM if this would reveal any new info).</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 2:''' Marken have a danger sense that borders on precognition, and are "warned" of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 2:''' Marken have a danger sense that borders on precognition, and are "warned" of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 3:''' Marken, if <del style="font-weight: bold; text-decoration: none;">present </del>at a God Summoning of the God that cursed whatever Marken infected them (however far back), can possibly be given "Redemption Quests" to free them of the curse or help them master it. (Not Guaranteed, at Discretion of Lore Staff).</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 3:''' Marken, if at a God Summoning of the God that cursed whatever Marken infected them (however far back), can possibly be given "Redemption Quests" to free them of the curse or help them master it. (Not Guaranteed, at Discretion of Lore Staff).</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 4:''' Marken fare better in extreme temperatures and climates (cold or hot), and are not hurt or slowed down where other people might be, but this only applies to weather.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 4:''' Marken fare better in extreme temperatures and climates (cold or hot), and are not hurt or slowed down where other people might be, but this only applies to weather.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 5:''' Marken can declare Rental/Estate/Shop/Base Region or a Wilderness Cave as their "Territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their Territory, neither gets the bonus, and they must fight over the area, with the winner getting the bonus.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Mechanic 5:''' Marken can declare Rental/Estate/Shop/Base Region or a Wilderness Cave as their "Territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their Territory, neither gets the bonus, and they must fight over the area, with the winner getting the bonus.</div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Draconism&diff=49507&oldid=48346Draconism2024-03-03T22:10:19Z<p><span dir="auto"><span class="autocomment">Divine Mechanics</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>There is one topic worth discussing with regards to Draconism, compared to other religions: the (in)validity of other Religions through Dragons. It is pretty widely known that Dragons create both Races and Gods, but this fact does not make them Gods to other peoples and religions who do not observe them as such. Consider this metaphor: if you liked your team-leader, because he did good things for you and your goals align, your belief in your team-leader is not suddenly invalidated, because your team-leader was raised/taught by a different person. All Religions understand the mechanical purpose of Dragons in the world (conception, creation, ecosystems etc.), but reject their religious message or Dragons as Gods (except in some circumstances, like the Guided Cult of Unionism). Draconism is the only Religion without an afterlife, the faithful neither go to an afterlife nor to the Beyond, their souls are lifted up by Umbra and rejoin the Soul Rivers from which they are born, disappearing into nothingness and lending their life and memories back to the Dragons. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>There is one topic worth discussing with regards to Draconism, compared to other religions: the (in)validity of other Religions through Dragons. It is pretty widely known that Dragons create both Races and Gods, but this fact does not make them Gods to other peoples and religions who do not observe them as such. Consider this metaphor: if you liked your team-leader, because he did good things for you and your goals align, your belief in your team-leader is not suddenly invalidated, because your team-leader was raised/taught by a different person. All Religions understand the mechanical purpose of Dragons in the world (conception, creation, ecosystems etc.), but reject their religious message or Dragons as Gods (except in some circumstances, like the Guided Cult of Unionism). Draconism is the only Religion without an afterlife, the faithful neither go to an afterlife nor to the Beyond, their souls are lifted up by Umbra and rejoin the Soul Rivers from which they are born, disappearing into nothingness and lending their life and memories back to the Dragons. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Divine Mechanics===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Divine Mechanics===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>All Religions provide 1 single Mechanic to their Believers that fits within the flair of their Religion. This Mechanic is lost if the individual <del style="font-weight: bold; text-decoration: none;">becomes Afflicted, or </del>stops believing in the Religion, but can be regained. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>All Religions provide 1 single Mechanic to their Believers that fits within the flair of their Religion. This Mechanic is lost if the individual stops believing in the Religion<ins style="font-weight: bold; text-decoration: none;">, or becomes a heretic</ins>, but can be regained<ins style="font-weight: bold; text-decoration: none;">. Afflicted can use this mechanic, but having the mechanic does not imply that they have blanket forgiveness from their Gods, just that there is more nuance to it than that</ins>.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* Draconism worshipers are able to use Persuasion Dice rolls on Gods both outside and inside of Divinium summonings which is normally not possible. Additionally they gain +2 to every Dice roll of Persuasion against a God, and their Persuasion Cap is raised by +2 when rolling against Gods. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* Draconism worshipers are able to use Persuasion Dice rolls on Gods both outside and inside of Divinium summonings which is normally not possible. Additionally they gain +2 to every Dice roll of Persuasion against a God, and their Persuasion Cap is raised by +2 when rolling against Gods.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Gods and Goddesses==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Gods and Goddesses==</div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Adapt_Point_Buy&diff=49502&oldid=48995Adapt Point Buy2024-03-01T23:56:53Z<p><span dir="auto"><span class="autocomment">Wardrobe Pack</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Wardrobe Pack===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Wardrobe Pack===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Magical Variant:''' The character has inlaid enchantments into their clothing, able to achieve the same effect. Additionally, they are able to pass this enchantment onto other items. While within emote range, the character can extend the benefits of this pack to another person to prevent them from dying. Finally, the user can create magical items with aesthetic benefits (or curses, removed with Exorcism or by a specific method per item, left up to player freedom) while out of combat, and pass them onto other characters.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Magical Variant:''' The character has inlaid enchantments into their clothing, able to achieve the same effect. Additionally, they are able to pass this enchantment onto other items. While within emote range, the character can extend the benefits of this pack to another person to prevent them from dying. Finally, the user can create magical items with aesthetic benefits (or curses, removed with Exorcism or by a specific method per item, left up to player freedom) while out of combat, and pass them onto other characters<ins style="font-weight: bold; text-decoration: none;">. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead</ins>.</div></td></tr>
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</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Godborn&diff=49501&oldid=49398Godborn2024-03-01T09:50:52Z<p></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#cdf5f7;" | '''Mechanic Three:'''</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| style="background-color:#cdf5f7;" | '''Mechanic Three:'''</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| Sapphora Godborn are masters having anxiety that people talk badly of them. Even for languages they do not speak, if someone insults them in <del style="font-weight: bold; text-decoration: none;">a </del>their native tongue, they will know what was said.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| Sapphora Godborn are masters having anxiety that people talk badly of them. Even for languages they do not speak, if someone insults them in their native tongue, they will know what was said.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|}</div></td></tr>
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</table>OkaDokahttps://wiki.massivecraft.com/index.php?title=Magic&diff=49499&oldid=49452Magic2024-03-01T03:29:02Z<p><span dir="auto"><span class="autocomment">Magical Mechanics</span></span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Magical Mechanics==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Magical Mechanics==</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This section includes mostly OOC explanations of how Magic in Massivecraft's world functions, so that players can roleplay it out with an understanding of how it is supposed to work. Experienced Mages, Scholars, and those who hunt Mages/Demons may understand some of the following IC, but we advise that players never give their characters full knowledge of what is listed below. Please note that the explanations below may not always be something your Character can do, because of fairness or System Rules.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This section includes mostly OOC explanations of how Magic in Massivecraft's world functions, so that players can roleplay it out with an understanding of how it is supposed to work. Experienced Mages, Scholars, and those who hunt Mages/Demons may understand some of the following IC, but we advise that players never give their characters full knowledge of what is listed below. Please note that the explanations below may not always be something your Character can do, because of fairness or System Rules.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>===Cursing===</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>===Cursing <ins style="font-weight: bold; text-decoration: none;">WIP UNFINISHED</ins>===</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Cursing requires the usage of [[Advanced Roleplay Mechanics]]. Curses, Hexes, and Charms are a form of "delayed magic," meaning when a Mage casts a fireball spell, it is considered "instant" magic, where as soon as they cast the spell there is an explosion of fire. Delayed Magic delays the activation of a spell until a certain condition or time is met, and then activates. A curse, then, is a delayed spell with a long term effect on a person depending on what they do. For example, cursing someone so that the next time they try to drink a glass of water, they spontaneously combust. There are two kinds of Curses:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Cursing requires the usage of [[Advanced Roleplay Mechanics]]. Curses, Hexes, and Charms are a form of "delayed magic," meaning when a Mage casts a fireball spell, it is considered "instant" magic, where as soon as they cast the spell there is an explosion of fire. Delayed Magic delays the activation of a spell until a certain condition or time is met, and then activates. A curse, then, is a delayed spell with a long term effect on a person depending on what they do. For example, cursing someone so that the next time they try to drink a glass of water, they spontaneously combust. There are two kinds of Curses:</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Limited Curses:''' The Curse only effects one singular person, until it times out, or until they die, wherein the curse ends.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Limited Curses:''' The Curse only effects one singular person, until it times out, or until they die, wherein the curse ends.</div></td></tr>
</table>Birdsfoot violethttps://wiki.massivecraft.com/index.php?title=Marken&diff=49498&oldid=49295Marken2024-02-29T22:50:11Z<p><span dir="auto"><span class="autocomment">General Marken Mechanics</span></span></p>
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</tr><tr><td colspan="4" class="diff-multi" lang="en">(One intermediate revision by the same user not shown)</td></tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l64">Line 64:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Colorings:''' Fur or Scale Colors do not need to be Black. They can be based on natural hair-color, monochromatic white and black patterns, have stripes and spots and shapes, have inverted patterning, and even have other colors, though the colors should in general be somewhat muted and never become blaringly vibrant, nor can fur be glowing. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Colorings:''' Fur or Scale Colors do not need to be Black. They can be based on natural hair-color, monochromatic white and black patterns, have stripes and spots and shapes, have inverted patterning, and even have other colors, though the colors should in general be somewhat muted and never become blaringly vibrant, nor can fur be glowing. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Aesthetics:''' Additional thematic Aesthetics may be added, for example: a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, a Velheim Marken can have rune tablet bone plates, there is a great deal of freedom here so long as the animal is recognizable. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Aesthetics:''' Additional thematic Aesthetics may be added, for example: a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, a Velheim Marken can have rune tablet bone plates, there is a great deal of freedom here so long as the animal is recognizable. </div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Transformations==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Transformations==</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Marken have a number of Transformations, which may alter the way a Marken Character is played, particularly in Combat Roleplay. During combat, a Marken can never revert once transformed, meaning that a Marken can Transform into Quartermarken, then into Halfmarken, then into Fullmarken, but never "go back" any phase until the combat is concluded. Only one Transformation can be active at any time:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Marken have a number of Transformations, which may alter the way a Marken Character is played, particularly in Combat Roleplay. During combat, a Marken can never revert once transformed, meaning that a Marken can Transform into Quartermarken, then into Halfmarken, then into Fullmarken, but never "go back" any phase until the combat is concluded. Only one Transformation can be active at any time:</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Quartermarken Form:''' Is when a person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Quartermarken Form:''' Is when a person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self. </div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Halfmarken Form:''' is when a person has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a <del style="font-weight: bold; text-decoration: none;">Disuise</del>, but Marken status cannot be Hidden. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Halfmarken Form:''' is when a person has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a <ins style="font-weight: bold; text-decoration: none;">Disguise</ins>, but Marken status cannot be Hidden. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Fullmarken Form:''' Is when a person fully transforms into a more bestial Marken Form, becoming more monster like and hunched over, and becoming considerably larger. This is a Disguise, but Marken status cannot be hidden.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Fullmarken Form:''' Is when a person fully transforms into a more bestial Marken Form, becoming more monster like and hunched over, and becoming considerably larger. This is a Disguise, but Marken status cannot be hidden.</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==Marken Mechanics==</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">All Marken regardless of type or transformation have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat ways. In essence, Mechanics just add aesthetic flair that invest in the "werewolf" niche. Each sub-type of Marken has 2 unique Mechanics that only they can use. It is not possible to switch between Marken Types.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">===General Marken Mechanics===</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Mechanic 1:''' Marken have enhanced senses, even when not transformed. They can see better (even in darkness), or hear quieter sounds from further away. (Consult with Event DM if this would reveal any new info).</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Mechanic 2:''' Marken have a danger sense that borders on precognition, and are "warned" of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Mechanic 3:''' Marken, if present at a God Summoning of the God that cursed whatever Marken infected them (however far back), can possibly be given "Redemption Quests" to free them of the curse or help them master it. (Not Guaranteed, at Discretion of Lore Staff).</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Mechanic 4:''' Marken fare better in extreme temperatures and climates (cold or hot), and are not hurt or slowed down where other people might be, but this only applies to weather.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Mechanic 5:''' Marken can declare Rental/Estate/Shop/Base Region or a Wilderness Cave as their "Territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their Territory, neither gets the bonus, and they must fight over the area, with the winner getting the bonus.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">==Fullmarken General Mechanics==</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">Fullmarken Form is the only Transformation that has functionally different mechanics. Quartermarken and Halfmarken Forms can stilll make use of weapons like normal, and so do not function differently.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* '''Beast Body:''' Fullmarken Forms cannot make use of weapons or armor at all, as their body becomes all they need for combat. They break out of armor and must use unarmed combat, but their hide acts as durable as if they were wearing Armor, and their claws act like steel weapons. They are forced to use the Warrior Combat Style. Additionally, they have any Dexterity or Magic Proficiency converted to Strength capped at 7.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* '''Feral Mind:''' Fullmarken forms regress into a more instinctive mindset, barring them from more complex abilities and functions. While in Fullmarken Form, they may only use point buy abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, or Cutthroat.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* '''Marken Speech:''' Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise Marken Speech, which any other Marken can understand, even while untransformed.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* '''Fight Anywhere:''' Fullmarken Forms are not constrained by any environment they have to fight in, whether that be Underwater or in frozen wastelands, they can use Attack Emotes or Abilities like normal always.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">==Fullmarken Unique Mechanics==</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">Each type of Marken has a number of Unique Mechanics they gain while in Fullmarken form.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Howl Marken===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Howl Marken===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Howl Marken Mechanic 1:''' While in <del style="font-weight: bold; text-decoration: none;">Fullmarken </del>Form, <del style="font-weight: bold; text-decoration: none;">gain +1 Strength breaking Cap up to 11 when being </del>the <del style="font-weight: bold; text-decoration: none;">first to initiate combat. This does </del>not <del style="font-weight: bold; text-decoration: none;">apply when joining an ongoing combat scene</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Howl Marken Mechanic 1:''' While in <ins style="font-weight: bold; text-decoration: none;">Quartermarken </ins>Form <ins style="font-weight: bold; text-decoration: none;">or greater</ins>, <ins style="font-weight: bold; text-decoration: none;">while out of Combat, can scale walls (using Ender Pearls) and </ins>the <ins style="font-weight: bold; text-decoration: none;">sides of buildings as long as they are </ins>not <ins style="font-weight: bold; text-decoration: none;">a perfectly flat surface</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Howl Marken Mechanic 2:''' While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, best out of three. The loser is forced to look away, deferring to the winner for that one instance. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Howl Marken Mechanic 2:''' While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, best out of three. The loser is forced to look away, deferring to the winner for that one instance. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Drakken Marken===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Drakken Marken===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Drakken Marken Mechanic 1:''' While in <del style="font-weight: bold; text-decoration: none;">Fullmarken </del>Form, <del style="font-weight: bold; text-decoration: none;">when attacking alongside Archon or Draconism Faithful</del>, <del style="font-weight: bold; text-decoration: none;">gain </del>+<del style="font-weight: bold; text-decoration: none;">1 Constitution breaking Cap up </del>to <del style="font-weight: bold; text-decoration: none;">11</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Drakken Marken Mechanic 1:''' While in <ins style="font-weight: bold; text-decoration: none;">Quartermarken </ins>Form <ins style="font-weight: bold; text-decoration: none;">or greater</ins>, <ins style="font-weight: bold; text-decoration: none;">they can soothe other Fullmarken. The Drakken Marken may roll a persuasion check to help calm down a rampaging Marken</ins>, <ins style="font-weight: bold; text-decoration: none;">with </ins>+<ins style="font-weight: bold; text-decoration: none;">2 added </ins>to <ins style="font-weight: bold; text-decoration: none;">the final result</ins>.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Drakken Marken Mechanic 2:''' While in Fullmarken Form, <del style="font-weight: bold; text-decoration: none;">a Drakken Marken can soothe other Fullmarken. The Drakken Marken may roll a persuasion check </del>to <del style="font-weight: bold; text-decoration: none;">help calm down a rampaging Marken</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Drakken Marken Mechanic 2:''' While in Fullmarken Form, <ins style="font-weight: bold; text-decoration: none;">when attacking alongside Archon or Draconism Faithful, gain +1 Defense Stat (breaks cap up </ins>to <ins style="font-weight: bold; text-decoration: none;">9)</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Strangle Marken===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Strangle Marken===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Strangle Marken Mechanic 1:''' While in <del style="font-weight: bold; text-decoration: none;">Fullmarken </del>Form, <del style="font-weight: bold; text-decoration: none;">gain +1 Strength breaking Cap up </del>to <del style="font-weight: bold; text-decoration: none;">11 </del>if <del style="font-weight: bold; text-decoration: none;">joining combat late, </del>or <del style="font-weight: bold; text-decoration: none;">attacking someone from behind</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Strangle Marken Mechanic 1:''' While in <ins style="font-weight: bold; text-decoration: none;">Quartermarken </ins>Form <ins style="font-weight: bold; text-decoration: none;">or greater, they can focus their senses on an Event/DM Character</ins>, to <ins style="font-weight: bold; text-decoration: none;">learn </ins>if <ins style="font-weight: bold; text-decoration: none;">they have any hidden intentions </ins>or <ins style="font-weight: bold; text-decoration: none;">something they are hiding</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Strangle Marken Mechanic 2:''' While in Fullmarken Form, gain a dangerous Venom which can (with OOC Consent), paralyze or cause anyone affected by it to become gravely ill (Discuss effects in DMs).</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Strangle Marken Mechanic 2:''' While in Fullmarken Form, gain a dangerous Venom which can (with OOC Consent), paralyze or cause anyone affected by it to become gravely ill (Discuss effects in DMs).</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Claw Marken===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Claw Marken===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Claw Marken Mechanic 1:''' While in Fullmarken Form, challenge another Marken to a duel. The winner gains +1 <del style="font-weight: bold; text-decoration: none;">Strength </del>while the loser loses -1 until Server Restart. This does not stack, but can break Cap up to 11.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Claw Marken Mechanic 1<ins style="font-weight: bold; text-decoration: none;">:''' While in Quartermarken Form or greater, the Claw Marken can declare a single (non-artifact) item of theirs an Object of Obsession. They can always track it down, wherever it is being held.</ins></div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* '''Claw Marken Mechanic 2:''' While in Fullmarken Form, the Claw Marken can declare a single (non-artifact) item of theirs an Object of Obsession. They can always track it down, wherever it is being held.</del></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Claw Marken Mechanic 2</ins>:''' While in Fullmarken Form, challenge another Marken to a duel. The winner gains +1 <ins style="font-weight: bold; text-decoration: none;">Attack Stat </ins>while the loser loses -1 until Server Restart. This does not stack, but can break Cap up to 11.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Brawl Marken===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Brawl Marken===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Brawl Marken Mechanic 1:''' While in <del style="font-weight: bold; text-decoration: none;">Fullmarken </del>Form, Gain +1 <del style="font-weight: bold; text-decoration: none;">Constitution breaking Cap </del>up to <del style="font-weight: bold; text-decoration: none;">11 </del>when fighting within emote range of a Temple.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Brawl Marken Mechanic 1:''' While in <ins style="font-weight: bold; text-decoration: none;">Quartermarken </ins>Form <ins style="font-weight: bold; text-decoration: none;">or greater</ins>, Gain +1 <ins style="font-weight: bold; text-decoration: none;">Defense Stat (breaks cap </ins>up to <ins style="font-weight: bold; text-decoration: none;">9) </ins>when fighting within emote range of a Temple.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Brawl Marken Mechanic 2:''' While in Fullmarken Form, a Brawl Marken 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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Brawl Marken Mechanic 2:''' While in Fullmarken Form, a Brawl Marken 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.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Scale Marken===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Scale Marken===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* '''Scale Marken Mechanic 1:''' While in <del style="font-weight: bold; text-decoration: none;">Fullmarken </del>Form, when fighting in water gain +1 <del style="font-weight: bold; text-decoration: none;">Strength breaking Cap </del>up to 11.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* '''Scale Marken Mechanic 1:''' While in <ins style="font-weight: bold; text-decoration: none;">Quartermarken </ins>Form <ins style="font-weight: bold; text-decoration: none;">or greater</ins>, when fighting in water gain +1 <ins style="font-weight: bold; text-decoration: none;">Attack Stat (breaks cap </ins>up to 11<ins style="font-weight: bold; text-decoration: none;">)</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Scale Marken Mechanic 2:''' While in Fullmarken Form, Scale Marken tend to be one of the bigger threats in the waters, and can easily scare off most Aquatic creatures in Events (consult with Event DMs).</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* '''Scale Marken Mechanic 2:''' While in Fullmarken Form, Scale Marken tend to be one of the bigger threats in the waters, and can easily scare off most Aquatic creatures in Events (consult with Event DMs).</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==Fullmarken Form Mechanics==</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Fullmarken Form is the only Transformation that has functionally different mechanics. The Fullmarken form is a very specific kind of transformation that is not always beneficial or useful to every Marken. For example, a scribe who gets infected with Markenism will most likely have a weaker form than a seasoned warrior, and sometimes some Marken are just stronger or weaker than others. Quartermarken and Halfmarken Forms can stilll make use of weapons like normal, and so do not function differently. All Marken, when transformed into their Fullmarken Form, share the same set of "general" mechanics. </ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Fullmarken Mechanic 1:''' Fullmarken Forms cannot make use of weapons or armor at all, instead their body (fists, claws, teeth) is their weapon, and their thick hide counts as Armor.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Fullmarken Mechanic 2:''' Fullmarken Forms are forced to use the Warrior Combat Style, and gain +2 Strength and +2 Constitution. Additionally, they have any Dexterity Proficiency converted to Strength capped at 7.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Fullmarken Mechanic 3:''' Fullmarken Forms regress into a more instinctive mindset, barring them from abilities. While in Fullmarken Form, they may only use point buy abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Fullmarken Mechanic 4:''' Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise Marken Speech, which any other Marken can understand, even while untransformed.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Fullmarken Mechanic 5:''' Fullmarken Forms are not constrained by any environment they have to fight in, whether that be Underwater or in frozen wastelands, they can use Attack Emotes or Abilities like normal always.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* '''Fullmarken Mechanic 6:''' Fullmarken, if they are not in control of themselves, gain +2 Attack +2 Defense Stat (breaks cap up to 11/9), but must attack anyone and everyone around them without discretion. This Mechanic does not work if they have no allies present.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Trivia==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Trivia==</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet, and a bear-head. It remains Humanoid in every other way.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet, and a bear-head. It remains Humanoid in every other way.</div></td></tr>
</table>Birdsfoot violet