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Allar: Difference between revisions

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==Racial Traits==
==Heritage Traits==
[[File:Hgrwgbrew.png|260px|thumb|right|Many Allar have large Raptor claws.]]
[[File:Hgrwgbrew.png|260px|thumb|right|Many Allar have large Raptor claws.]]
[[File:H43hb423q.jpg|260px|thumb|right|Rama Caste Allar are extremely vain.]]
[[File:H43hb423q.jpg|260px|thumb|right|Rama Caste Allar are extremely vain.]]
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[[File:Jh3jhn2.png|260px|thumb|right|Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.]]
[[File:Jh3jhn2.png|260px|thumb|right|Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.]]
[[File:Sagwshgerhew.jpg|260px|thumb|right|Feathers are common on Allar bodies, especially the head, arms, shoulders and tail.]]
[[File:Sagwshgerhew.jpg|260px|thumb|right|Feathers are common on Allar bodies, especially the head, arms, shoulders and tail.]]
Racial Traits are a set of Abilities, Free Packs, Limitations, and Mechanics that each Race has access to. Half-Race characters select a dominant parent, thus receiving all Racial Abilities & Talents of that Race only, unless specified otherwise, while also taking dominant physical traits like for example skin tone, hair and fur color, ear shape, etc. If Abilities, Free Packs, Limitations, or Mechanics are not mentioned, it is safe to assume this Race does not have one of those. Abilities are usually Combat-Roleplay based, Free Packs give free Proficiency Packs that fit in a Race's design, Limitations are limits imposed on Character design to stay consistent with lore, while Mechanics change the way a Character is played, or how certain Packs interact in Roleplay.
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.  
===Abilities===
 
{| class="wikitable"
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Allar cannot be included in Mixed Heritage Characters.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#a7d1af;" | Limb Recovery
| Healing Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Limb Recovery | The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal.
}}
| N/A
|-
| style="background-color:#a7d1af;" | Steel Claws
| Morph Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Steel Claws |The user can, in a pinch, fight with their claws (and extend them on command). Attacks made with Steel Claws are calculated from the user's main combat stat (whichever is their highest or most predominant stat). While using Steel Claws, the user gets a -1 Main Combat Stat decrease, but does not need to emote drawing a weapon (as the claws are on their body at all times), they can immediately emote attacking with a free hand. These nails are considered tough as steel. This Ability cannot be used if the user is already wielding a weapon. When using this Ability, attacks count as if using a bladed weapon.}}
| N/A
|-
| style="background-color:#a7d1af;" | Arcana Oceana
| Passive Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Arcana Oceana | The user can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water.}}
| {{#simple-tooltip: N/A }}
|-
|}
===Free Packs===
===Free Packs===
* '''Allar Buff 1:''' Allar may choose one Pack from the [[Crafting Point Buy]] Category for free, though this does not count as a Proficiency investment.
* Allar can choose either the [[Enchant_Point_Buy#Enchant_Oceana_Pack|Enchant Oceana Pack]] for free (does not count as magic), or choose one Pack from [[Chem Point Buy]].
* '''Allar Buff 2:''' Allar may choose one Pack from the [[Scholarly Point Buy]] Category for free, though this does not count as a Proficiency investment.
* Allar can additionally choose either the [[Sinistral_Point_Buy#Sinistral_Leap_Pack|Sinistral Leap Pack]] for free (does not count as Magic), or choose one Pack from [[Medical Point Buy]].
* '''Allar Buff 3:''' Allar gain the [[Training_Point_Buy#Resilience_Pack|Resilience Pack]] from [[Training Point Buy]] for free, though as they are already disease immune, this pack does not do much.
* '''Allar Buff 4:''' Allar gain [[Chem_Point_Buy#Chem_Talent|Chem Talent]] and [[Chem_Point_Buy#Gadget_Combat|Gadget Combat]] from Chem Point Buy for free without Point Buy Investment.
===Mechanics===
===Mechanics===
* '''Allarochem:''' While normal users using Gadget Combat cannot make use of Shields or Weapons, Allar can use weapons while using Gadget Combat at the same time. This means that they are able to use Mundane Techniques that normally require weapons at the same time while using Gadget Combat. They are also not forced to use Magic as Main Combat Stat, and can opt to use Dexterity or Strength instead.
* Allar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
* '''Allarology:''' Allar bodies work somewhat different to other Races, causing some of their bodily functions to be different. Firstly, all Allar are immune to any (non-Magical) diseases, illnesses, viruses or bacteria. Though they do become infected and can be asymptomatic carriers, their immune system destroys any infection within 48 hours. Secondly, their tongue is extremely sensitive, capable of analyzing and breaking down the constituent components of whatever they taste. As such, they can detect what substances are in a potion or alchemical mixture. Lastly, Allar have night-vision, allowing them to see in low-light environments and at night.  
* Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
* Allar have sensitive taste, their tongue capable of deeply analyzing anything they taste, what the ingredients are, and whether it has alchemical functions.
* Allar have perfect sight at night and in dark environments, capable of seeing in the dark without needing any external light source.
* Allar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.


==Society==
==Society==
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Finally to complete the Namalama, a Namasarang is added, which is the name of the ‘nest’ in a crude translation. This name is only given to those who were also parented by their biological parents (which is particularly important among Rama, who without a Namasarang are not taken seriously), as this name is a continuation of blood-line. The Namasarang is usually just a word in Pidato, so for example the Pidato words for sun (matahari), red cliffs (tebing merah), merchant (pedagang) and so forth. In the examples above, in one of the above examples, if Resa Fadhlacinta was of the sun Namasarang, they would be called Resa Fadhlacinta Matahari, but in common day to day activities simply be referred to as Resa.  
Finally to complete the Namalama, a Namasarang is added, which is the name of the ‘nest’ in a crude translation. This name is only given to those who were also parented by their biological parents (which is particularly important among Rama, who without a Namasarang are not taken seriously), as this name is a continuation of blood-line. The Namasarang is usually just a word in Pidato, so for example the Pidato words for sun (matahari), red cliffs (tebing merah), merchant (pedagang) and so forth. In the examples above, in one of the above examples, if Resa Fadhlacinta was of the sun Namasarang, they would be called Resa Fadhlacinta Matahari, but in common day to day activities simply be referred to as Resa.  
===Religion===
===Religion===
The Allar faith is called Keyakinan and it is fairly complicated to comprehend for the other Races. At its base, Keyakinan is a so-called unignost faith, meaning that they believe all gods, all divine entities, all religious figures and symbols, and all religious preachings are true, at least to some high extent. They believe that all gods and goddesses are real, and that they all exist within the physical reality and are all owed some sort of worship or deference, which falls in line with the concept of All-Truth where all religions are equally true. The outcome is that while the Allar in theory could blend into any religious community. What is usually more common however, is that the Allar in question acknowledge all religions as real, but only worship or praise the name of a small group of them in daily life, because praising every single deity in existence is impractical. For example, an Allar may choose one or two [[Unionist]] gods, a Void God from Void Worship, one of the [[Estellon]] gods, and a [[Dragon]] from [[Dragon Worship]] to boot. This is then called their ‘Kelompok’, or their active worship group within Keyakinan.  
The Allar faith is called Keyakinan and it is fairly complicated to comprehend for the other Races. At its base, Keyakinan is a so-called unignost faith, meaning that they believe all gods, all divine entities, all religious figures and symbols, and all religious preachings are true, at least to some high extent. They believe that all gods and goddesses are real, and that they all exist within the physical reality and are all owed some sort of worship or deference, which falls in line with the concept of All-Truth where all religions are equally true. The outcome is that while the Allar in theory could blend into any religious community. What is usually more common however, is that the Allar in question acknowledge all religions as real, but only worship or praise the name of a small group of them in daily life, because praising every single deity in existence is impractical. For example, an Allar may choose one or two [[Unionist]] gods, a Void God from Void Worship, one of the [[Estelley]] gods, and a [[Dragon]] from [[Dragon Worship]] to boot. This is then called their ‘Kelompok’, or their active worship group within Keyakinan.  


Rumah-Allar are somewhat of an outlier however, as they are distinctly religious. Rumah-Allar do not follow the Keyakinan, rather, they are exclusively Void-Worshipers, with their own variant of it called Sarat Void Worship. Nearly all gods are identical, though there are some notable changes to the dogma as well as naming that may be important to highlight. Carraq is identical but is called Pencari. Onu is called Hikmah, and as opposed to be a very magic-inclined Void God, he is a God of [[Theurgy]] and Void [[Demon]]s. Venna the Deathsinger is not acknowledged, because the Rumah-Allar consider [[Vampirism]] a plague, she is absent from Sarat Void Worship. Armas is identical but is called Kesubaran. Xor is called Raksasa, and his themes are slightly altered, where-as Xor has a heavy magical-affliction focus, Raksasa particularly represents using surgery-grafting and genetic-altering through Alchemy as a means to create the perfect being, it is far less monstrous and more idealized in outcome. Marvaal is not present in Sarat Void Worship, while the Rumah-Allar do acknowledge him as a powerful [[Allorn]] Mage, they hold that they captured and ate him when he landed on Sendrass, thus proving he was not a God. Inthalis is identical but called Semua-Tahu. Eloblina is called Naga, and her theme is very different, as instead of being a swamp goddess, she is a Void-Dragon of rot, disease and venom that poisons the land and all living on it. Odella is called Bisikan and her theme is also different, as instead of a political agent whispering secrets, she is a divine representation of berserker rage and insanity, whispering dark secrets to make the faithful mad with rage. Finally, Ifrit is called Taga-Tanduk and is still considered a Dragon-like Naga, but thematically represents the gatekeeper of the [[Void]] to the Rumah-Allar, being the closest to what Sarat Void Worshipers would consider the devil if they thought all other Void Gods were goodly. Other than these stylistic difference, Void Worship is nigh identical for the Sendrassian Allar, though they tend to be a bit on the sacrificial side of morality.
Rumah-Allar are somewhat of an outlier however, as they are distinctly religious. Rumah-Allar do not follow the Keyakinan, rather, they are exclusively Void-Worshipers, with their own variant of it called Sarat Void Worship. Nearly all gods are identical, though there are some notable changes to the dogma as well as naming that may be important to highlight. Carraq is identical but is called Pencari. Onu is called Hikmah, and as opposed to be a very magic-inclined Void God, he is a God of [[Theurgy]] and Void [[Demon]]s. Venna the Deathsinger is not acknowledged, because the Rumah-Allar consider [[Vampirism]] a plague, she is absent from Sarat Void Worship. Armas is identical but is called Kesubaran. Xor is called Raksasa, and his themes are slightly altered, where-as Xor has a heavy magical-affliction focus, Raksasa particularly represents using surgery-grafting and genetic-altering through Alchemy as a means to create the perfect being, it is far less monstrous and more idealized in outcome. Marvaal is not present in Sarat Void Worship, while the Rumah-Allar do acknowledge him as a powerful [[Allorn]] Mage, they hold that they captured and ate him when he landed on Sendrass, thus proving he was not a God. Inthalis is identical but called Semua-Tahu. Eloblina is called Naga, and her theme is very different, as instead of being a swamp goddess, she is a Void-Dragon of rot, disease and venom that poisons the land and all living on it. Odella is called Bisikan and her theme is also different, as instead of a political agent whispering secrets, she is a divine representation of berserker rage and insanity, whispering dark secrets to make the faithful mad with rage. Finally, Ifrit is called Taga-Tanduk and is still considered a Dragon-like Naga, but thematically represents the gatekeeper of the [[Void]] to the Rumah-Allar, being the closest to what Sarat Void Worshipers would consider the devil if they thought all other Void Gods were goodly. Other than these stylistic difference, Void Worship is nigh identical for the Sendrassian Allar, though they tend to be a bit on the sacrificial side of morality.