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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"
|- 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;" | Body 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: Body Claws | The user can fight using unarmed combat, and gains +2 Strength or Dexterity proficiency. This cannot be used whilst wielding a different weapon. These claws are sharp enough to be considered a bladed weapon for any abilities that require one. The moment they wield a weapon or stop fighting, this effect is removed.}}
| {{#simple-tooltip: Allar Modifier |This effect is caused by the Allar Claws. Allar Claws are counted as durable and sharp, enough to be considered bladed weapons. They can brace other weapons, and tear through armor.}}
|-
| style="background-color:#a7d1af;" | Enchant 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: Enchant 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 }}
|-
|}


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.
===Free Packs===
===Free Packs===
* '''Allar Buff 1:''' Allar may choose one Pack from the [[Athletic 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 gain the [[Training_Point_Buy#Debuff_Endurance_Pack| Debuff Endurance Pack]] from [[Training Point Buy]] 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 [[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 ranged attacks, Allar can use Gadget Combat as Ranged. These attacks have a range of Emote Range, and the user can load and fire within one emote, but if they try to fire at someone within 5 blocks of them, their Main Combat Stat is reduced by 4. Allar cannot quick swap between using Melee Gadget Combat and Ranged Gadget Combat, and require 1 Emotes to “swap” between the two, if they wish.
* 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==