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m (Replaced content with "==The Prophecy and Creed== Founding Visions, nothing crazy ==Confessions of Melennar== Elf tolerance ==Conclave of Alstyr== 50 AC Wearden of Eirlys ==Evintarian Schism== 67 AC creation is flawed, evolve to greatness ==Clastic Law== Schisms may worship in their own temples and be protected, but cannot be missionaries. ==Diviner Heresy== Yeah let's sacrifice people and get high to talk to the Everwatcher what are these freaks doing in the woods? eh, probably nothi...")
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==The Prophecy and Creed==
Founding Visions, nothing crazy


==Light Ranged Combat==
==Confessions of Melennar==
Light Ranged Combat covers the usage of Light Projectile usage. These weapons can be fired while on the move, and provide ample mobility, but leave a user very weak to close-range attacks. Each Technique ([[Abilities]]) must be bought with increasing Proficiency costs, 4 Proficiency per Technique. Techniques are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note, Mundane Abilities of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.
Elf tolerance
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Points Invested
! Name
! Type
! Range
! Description
|-
| 4 Points
| Light Shot
| Mundane Technique
| Emote Distance
| Light Shot is the default Projectile attack for a Light Ranged Combat user. This simply involves shooting a Light Projectile at a target that is not behind cover. Each shot has a 30 second cooldown and if hit, creates the equivalent of a slight cut like a dagger slash would, or a puncture wound in case the enemy is wearing armor. For each shot, the User must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
|-
| 8 Points
| Evading Dash
| Mundane Technique
| Emote Distance
| The User uses a quick Evading Dash in any direction to reposition within Emote Distance, as long as they can see their intended location and get there in one linear direction without walking into obstacles (such as walls too tall to climb). If obstacles are reasonably climbable for the User, this climbing is also included in the dash. While dashing, the User is untargetable, and the dash is complete in a matter of seconds. This Technique has a 3 minute cooldown. This Technique cannot be used during a Stun/Disable/Root.
|-
| 12 Points
| Marking Shot
| Mundane Technique
| Emote Distance
| The User shoots a Seraphalo Marking Shot, a Projectile with a particularly useful luminescent property. This Projectile always hits (unless there is an obstacle between the User and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Technique used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Technique has a 5 minute cooldown. This Technique is a guaranteed hit.
|-
| 16 Points
| Pinning Flurry
| Mundane Technique
| Emote Distance
| The User unleashes a flurry of light shots aimed to pin down the enemy from being able to move, regardless of what armor they are wearing, or whether they are hiding behind an obstacle (with the exception of Ability Shields). This Mundane Technique works like a Channel Ability, meaning it can be upheld for as long as the User is not attacked or knocked over, though can at most be performed for up to 5 minutes before they run out of arrows. This Technique never does any damage or cause any knockback, the target is able to do things in their pinned down position (including use Abilities), but simply cannot move from the very point that the Technique started being used from. The User can move around at a walking pace, but can only ever target one person, and cannot switch targets, and cannot use other Abilities or attacks during it. This Technique has a 30 second cooldown as long as the full 5 minutes was never reached, if it was, this Technique goes on a 2 hour cooldown. The moment the Ability channel is interrupted, the target can move. This Technique is a guaranteed hit once commenced.
|-
| 20 Points
| Power Shot
| Mundane Technique
| Emote Distance
| The User shoots 8 Projectiles in very rapid succession against a single target. Perform a dice roll for each shot, “/dice 0 20”. For each dice roll above 10, the Projectile hits. If Marking Shot was active, the first shot is a guaranteed hit, but all successive shots still need to be dice rolled. For each shot that hits, the target deceives a deep gash somewhere on their body from which they bleed, but none of these shots can ever maim or cripple a person. This technique cannot be blocked or avoided by any Abilities bar Shielding.  Additionally, for each hit shot, the target is knocked back by 1 Block per amount of hits. This Technique has a 24 hour cooldown.
|}


==Heavy Ranged Combat==
==Conclave of Alstyr==
Heavy Ranged Combat covers the usage of heavier Projectiles. These weapons have to be fired from a stationary position and provide very little mobility, though allow the user some close-range defense. Each Technique ([[Abilities]]) must be bought with increasing Proficiency costs, 4 Proficiency per Mundane Technique (all 5 costing 20 in total). Mundane Techniques are purchased from top to bottom. All Techniques ignore armor worn by the target unless specified otherwise. Note, Mundane Techniques of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.
50 AC
{| class="wikitable"
Wearden of Eirlys
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Points Invested
! Name
! Type
! Range
! Description
|-
| 4 Points
| Heavy Shot
| Mundane Technique
| Emote Distance
| Heavy Shot is the default Projectile attack for a Heavy Ranged Combat user. This simply involves shooting a ranged weapon at a target that is not behind cover. Each shot has a 1 minute cooldown and if hit, creates the equivalent of a deep gash like a sword hit would, or a piercing wound in case the enemy is wearing armor. For each shot, the User must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
|-
| 8 Points
| Knocking Shot
| Mundane Technique
| Emote Distance
| The User shoots a heavy pound arrow, an arrow with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the User, or until they hit a solid object, which then causes blunt damage but does not Stun them. This Technique has a 3 minute cooldown. This Technique is a guaranteed hit.
|-
| 12 Points
| Marking Shot
| Mundane Technique
| Emote Distance
| The User shoots a Seraphalo Marking Shot, a Projectile with a particularly useful luminescent property. This Projectile always hits (unless there is an obstacle between the User and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Technique used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Technique has a 5 minute cooldown. This Technique is a guaranteed hit.
|-
| 16 Points
| Bow Slam
| Mundane Technique
| 3 Blocks
| Bow Slam allows the User to slash their heavy bow in a semi circle in front of them (a 180 degree angle) followed by a ground slam. Anyone within 3 blocks of the User’s front is knocked back 5 blocks and falls over, but receives no damage. This Technique has a 5 minute cooldown, and can only be used if at least 1 person is within 3 Blocks Range.
|-
| 20 Points
| Power Shot
| Mundane Technique
| Announce Emote
| The User kneels, producing a heavy power shot. This Technique requires both calculating and concentration to pull and deliver on mark, thus requiring a full minute to remain stationary and charge. When the charge is complete, the User may release at the target, as long as the target is not behind cover. If they are, the User may hold this position however long until they leave cover, or until they get knocked over. If the User is interrupted, charge will have to re-commence. This Projectile is guaranteed to hit, and cannot be blocked or avoided by any Abilities bar Shielding. The User must do a “/dice 1 5”, where 1 means the left arm, 2 means the right arm, 3 means the left leg, 4 means the right leg, and 5 means the face. Whatever part of the body this arrow hits, is paralyzed for 1 hour, and if the face is hit, the player must use “/trait add Blindness” for 1 hour that can only be removed by Mundane or Ability Healing. This Technique does not cause maims. This Technique has a 24 hour cooldown.
|}


==Crossbow Combat==
==Evintarian Schism==
Crossbow Combat covers the usage of light bows such as light crossbows and heavy crossbows. These weapons have to be fired from a stationary position and provide little mobility, but have a lot of utility functions. Each Technique ([[Abilities]]) must be bought with increasing Proficiency costs, 4 Proficiency per Technique. Techniques are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note, Mundane Abilities of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.
67 AC
{| class="wikitable"
creation is flawed, evolve to greatness
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
 
! Points Invested
==Clastic Law==
! Name
Schisms may worship in their own temples and be protected, but cannot be missionaries.
! Type
 
! Range
==Diviner Heresy==
! Description
Yeah let's sacrifice people and get high to talk to the Everwatcher
|-
what are these freaks doing in the woods? eh, probably nothing
| 4 Points
 
| Brittle Shot
==Dogartan Schism==
| Mundane Technique
166 AC
| Emote Distance
Reject Money Embrace Piety
| Brittle Shot is the default Arrow attack for a CrossBow Combat user. This simply involves shooting a Crossbow at a target that is not behind cover. Each shot has to specifically be aimed at a piece of armor, as Brittle Shots do not cause much damage, but instead disable pieces of armor on a target. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land. For each landed hit, a piece of armor is disabled (which must always be either an entire left arm, right arm, left leg, right leg, chest, or head piece), while doing minimal brute damage and causing some bruises. This Technique has a 1 minute cooldown, and does not break Artifacts or Mythics. The effect applies the same to Ability Created Armor, unless the Ability armor has a per-hit breaking rule set, in which case it follows that instead.
Who needs hierarchy anyways?
|-
 
| 8 Points
==Vultragon Schism==
| Knocking Shot
Thinking is good. Question everything, even God
| Mundane Technique
Also Dragonblood
| Emote Distance
 
| The Archer shoots a heavy pound arrow, an arrow with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the Archer, or until they hit a solid object, which then causes blunt damage but does not Stun them. This Technique has a 3 minute cooldown. This Technique is a guaranteed hit.
===Purge of Vultaro===
|-
Fire, so much fire
| 12 Points
Also, let's get rid of the Diviners as well, Herebrands, you know what to do.
| Net Shot
 
| Mundane Technique
==Guided Unionism==
| Emote Distance
Council of Hartenland
| The Archer shoots a Netbolt at a target, causing an exploding canister to throw a net out at the target, which if the target is not behind some form of cover, causes them to be Rooted. In order to determine hit, do a “/dice 1 20”, with any roll above 5 meaning the shot lands. The target is netted for 1 minute, during which they cannot move or use Abilities (unless that Ability gives immunity to Roots or allows them to free themselves from a Root), but can start freeing themselves. If the target is not attacked or knocked out, they can be freed by themselves after the 1 minute is over. If another person helps them, the netting only works for 20 seconds. If the target is attacked while being netted, the first attack instantly breaks the net, but is guaranteed to hit as the netted target cannot defend themselves. This Techniquehas a 24 hour cooldown.
Dogartans: hey, these Vultarins aren't that bad, and they got a point.
|-
Duo-Gods
| 16 Points
most Ivraes kinda suck ngl, Dragonbloods are so much better
| Gate Shot
 
| Mundane Technique
==Mending the SChisms==
| 3 Blocks
Golden Salience: Dogmatic reactionaries sabotaged efforts
| This Technique allows the Archer to knock down a Mundane Gate or Ability Wall (such as Magewall). The Archer is immobilized, taking 4 separate strategic shots (each separated by 30 seconds for a total of 2 minutes) after which they activate a specialized steamtek winch that pulls both a Purestone core as well as force on all anchor shots. After the emote pulling the winch into action, whatever metal/wooden gate or Ability wall/doorway it was aimed at is destroyed. This Technique can be used twice per day but has no cooldown. The Archer must also be standing within 10 Blocks of whatever they are shooting at, and within clear line of sight.
Silver Salience: actually fixes things a few years later
|-
| 20 Points
| Percussion Shot
| Mundane Technique
| Announce Emote
| This Technique causes the Archer to shoot an explosive Percussion Shot After a quick loading, the shot is fired, is a guaranteed hit, and causes a fire-less explosion at the target person. This technique cannot be blocked or avoided by any Abilities bar Shielding. Any person within 10 blocks of this person is knocked to the ground with shrapnel cuts on any exposed skin. The target themselves are knocked to the ground with one limb of their choice broken as well as cuts and slices all over their body. After Percussion Shot is fired, the Crossbow of the Archer becomes defunct due to the heavy firing mechanism breaking during this shot. This prevents further use of Crossbow Mundane Techniques for 12 hours.
|}

Latest revision as of 02:09, 18 June 2024

The Prophecy and Creed

Founding Visions, nothing crazy

Confessions of Melennar

Elf tolerance

Conclave of Alstyr

50 AC Wearden of Eirlys

Evintarian Schism

67 AC creation is flawed, evolve to greatness

Clastic Law

Schisms may worship in their own temples and be protected, but cannot be missionaries.

Diviner Heresy

Yeah let's sacrifice people and get high to talk to the Everwatcher what are these freaks doing in the woods? eh, probably nothing

Dogartan Schism

166 AC Reject Money Embrace Piety Who needs hierarchy anyways?

Vultragon Schism

Thinking is good. Question everything, even God Also Dragonblood

Purge of Vultaro

Fire, so much fire Also, let's get rid of the Diviners as well, Herebrands, you know what to do.

Guided Unionism

Council of Hartenland Dogartans: hey, these Vultarins aren't that bad, and they got a point. Duo-Gods most Ivraes kinda suck ngl, Dragonbloods are so much better

Mending the SChisms

Golden Salience: Dogmatic reactionaries sabotaged efforts Silver Salience: actually fixes things a few years later