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{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; background-color:#c0c0c0;"
|- style="font-weight:bold; background-color:#d9d9d9;"
! Core
! Name
! Souvereine
! Type
! Calemberg
! Description
|-
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Bolven.
|-
| style="background-color:#de9975;" | Hardy Constitution
| Racial Passive
| *+10 Physical Stat<br />*New Racial Height Limit of 7'5
|-
| style="background-color:#de9975;" | Versatile Instict
| Racial Spell
| The Ailor can change their Body Shape at will, depending on their levels of adrenaline.
|-
|-
| A noble may never use a nickname as a form of address for another noble, unless they are related by the first degree (married, siblings, children, but not including parents). Using nicknames for commoners is permitted, in an endearing and patronizing sense.
| style="background-color:#de9975;" | Hidden Stature
| In addition to the exception of first degree relation, female nobles may use nicknames for their female friends, while male nobles may use nicknames for their male friends, but neither may use nicknames for commoners.
| Racial Spell
| A noble may never use nicknames ever, period, this includes commoners and those related to the first degree.
| The Ailor can change their Height from their natural height, as long as the new Height is both lower than their natural height, and no shorter than 4'5.
|-
|-
| A noble may never touch the base skin of another noble, unless they are related by the first degree (married, siblings, children, but not including parents). This also includes commoners.
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Fennh.
| The same.
| The same.
|-
|-
| A noble must always address titled nobles with the correct form of address, even if they are above, or below them, and may never refer to commoners as titles used for titleholders, or neutral terms for nobility.
| style="background-color:#ef8dea;" | Fennh Size
| The same.
| Racial Passive
| The same.
| *New Racial Height range of 4ft to 4'5ft.
|-
|-
| A noble may never look the Emperor in the eye, regardless of their political status or standing with the Emperor, or personability with Him. The correct way is to look at the Emperor’s chest, or neck, never to his side, or facing away from Him.
| style="background-color:#ef8dea;" | Quick Avoidance
| The same.
| Racial Passive
| In addition to the bar on looking the Emperor in the eye, a noble may never turn their back on the Emperor until they leave a room He is in.
| The Fennh is exceptionally alert and dextrous, allowing them to quickly roll and dodge out of the way of any Mundane, Non-Ability based Ranged attack that might strike them, avoiding it entirely.
|-
|-
| A noble may never exhibit intimacy in public with a spouse, beyond holding hands. This includes inference, innuendos or outright erotic speech with regards to intended, past or current interactions.
| style="background-color:#ef8dea;" | Fennh Disguising
| The limitation on inference, innuendos, or outright erotic speech with regards to a spouse is permitted, but all other limitations still apply.
| Racial Spell
| The same.
| The Fennh can create a disguise for themselves, allowing them to appear like another person of any other race. They can create as many disguises of this manner as they please, but it takes at least thirty minutes to enact, or remove one. Regardless of the disguise chosen, they cannot alter their height with this ability, always appearing exceptionally short.
|-
|-
| A noble may never make gestures with their tongue or lips to another noble, aside from to wetten one’s lips in between lengthy conversations.
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Drahl.
| The same.
| The same.
|-
|-
| A noble is never permitted to remove any articles of clothing in front of another noble save for gloves, or to remove additional items added recently like an overcoat to shield from the rain, or a hat to shield from the sun.
| style="background-color:#5a7b5a;" | Stalwart Companion
| The same.
| Racial Passive
| The same.
| The Drahl is followed constantly by an eternal companion in the form of a Bird of Prey of their choice, which will live with them until the Drahl dies. This Bird cannot be harmed, captured, or killed, and if at risk of harm, it will flee the scene and return to the Drahl when it is safe. The Bird is capable of minor aesthetic feats for the Drahl, such as sitting in their hand when feeding, or retrieving small objects (though only if the Drahl could acquire it themselves uncontested.) The Bird must always remain within the relative vicinity of its owner, and cannot convey messages nor deliver them.
|-
|-
| A noble may never relieve gaseous substances from their self, or make humor or reference to such commonly deplorable things.
| style="background-color:#5a7b5a;" | Bird's Eye View
| The same.
| Racial Passive
| The same.
| Through the usage of their bird, the Drahl gains a leg up on other Generals, gaining bonuses to roll chances in World System Progression battles. Additionally, the Drahl gains +5 Perception.
|-
|-
| A noble should never point, wave, beckon with their hand, or otherwise make gestures with their hands towards another noble, unless this is required, for example during an auction.
| style="background-color:#5a7b5a;" | Swift Strike
| A noble may never make gestures, unless they are female, and make those gestures with a fan.
| Racial Spell
| The same.
| The Drahl can call upon their bird to strike out at an opponent once per day, allowing the Bird to claw at a target once, physically striking any area of the target's body except for the face. The Bird cannot be interrupted, and will immediately fly away after delivering its strike.
|-
|-
| The most personably permitted greeting is a modest bow of the head while greeting a person stating “Good <time> <Title> <Surname>”, or “Greetings <Title> <Surname>”. Shaking hands is not permitted at all.
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Nautilaan.
| The most personably permitted greeting is air kisses, one on each cheek, though being careful never to physically touch.
| The most personably permitted greeting is a modest bow of the head while greeting a person stating “Good <time> <Title> <Surname>”, or “Greetings <Title> <Surname>”. When greeting a member of a higher social rank, men must always perform an Imperial salute with their greeting, instead of a head bow.
|-
|-
| A noble must endeavor not to bare their teeth during dining or soirees, and avoid allowing other guests to see the food contents of their mouth while eating.
| style="background-color:#5e5e8f;" | Infallible Navigator
| The same.
| Racial Passive
| In addition to not baring their teeth, women must endeavor to shield their mouth with their hand for the entire duration of them chewing the food, from when they insert it, until swallowing.
| The Nautilaan has a photographic memory for starmaps and maps alone, allowing them to recall their contents with perfect accuracy.
|-
|-
| A noble must endeavor never to eat without utensils, and never to drink clean from bottles, but always use the appropriate tools for food and drinks, as provided by hosts.
| style="background-color:#5e5e8f;" | Iron Gut
| The same.
| Racial Passive
| The same.
| The Nautilaan is exceptionally hardy, capable of surviving and functioning without food, drink, or sleep for up to a week.
|-
|-
| A noble must never insult either verbally or physically the host of any soiree, or the owner of any particular place where such a soiree would take place, or indeed the place itself.
| style="background-color:#5e5e8f;" | Favored by the Sea
| A noble may never physically insult the host of any soiree, or the owner of any particular place where such a soiree would take place, or the place itself, but they can do so verbally.
| Racial Passive
| The same.
| The Nautilaan gains +5 Maritime Knowledge, and the winds favor their ships on the
|-
|-
| A noble must never speak ill of the comforts provided, for example drinks and foods at a soiree or dining party, or cigarettes or liquor when in closer comforts.
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Lexxons.
| A noble may speak ill of the comforts provided, for example drinks and food at a soiree, or dining party, or cigarettes or liquor when in closer comforts.
| The same.
|-
|-
| After dinner, noble men and women must remain at least 6 feet (2 blocks) separated from one another for at least an hour, though among genders, distances of up to 2 feet is permitted (less than 1 block)
| style="background-color:#9656da;" | Keen Insight
| After dinner, all nobles may mingle in whatever manner they please, with no limitations on distance provided.
| Racial Spell
| After dinner, noble men and women must separate into two separate drawing rooms, and if only one is provided, women must retreat to the drawing room, while men must stay in the dining room.
|  
|-
|-
| Unmarried men and women are not permitted to stay at the residence of another family after the sun has gone down, or before it has gone up, unless this was under the guidance of their patriarch or matriarch, or when it is required such as during a late-night soiree.
| style="background-color:#9656da;" | Shrewd Diplomats
| This rule does not exist.
| Racial Spell
| Unmarried women are not permitted to stay at the residence of another family without the guidance of a male in their family, period, regardless of time of day. Men may go as they please.
| The Lexxon can, when conversing directly with an individual, detect whether the individual is lying to them for one statement per day. When focusing on the statement, the Lexxon will automatically be cued into whether it is a lie or truth. If the individual has 10+ theatre arts, the Lexxon will determine the statement to be truth.
|-
|-
| All nobles must wear clothing as set out by the Court Hotier in terms of how much skin is permitted to be seen, and what styles are banned.
| style="background-color:#9656da;" | Subtle Suggestion
| In addition to the Core rules, all nobles who do not follow the Court Hotier’s monthly high fashion are in violation of this rule.
| Racial Spell
| The same, however women are not permitted to show any skin below the clavicles ever, period, even if the Court Hotiers says they can. Shoulders and neck may only be exposed during galas and balls, but preferably not even then.
|  
|-
|-
| Those without Princely rank are not permitted to wear a coronet or crown, ever. Those without an Electoral title are not permitted to wear a cape of ermine fur and satin, ever.
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Noreans.
| The same.
| The same, however there being one exception: men are permitted to wear a white Calemberger Fox fur cape even when not Electoral, but without the black tassels.
|-
|-
| During or before Courtship, or outside of Courtship, nobles are not permitted to engage in intimacy beyond holding hands or serenading. Intimacy is reserved for marriage.
| style="background-color:#f1f1f1;" | Longevity
| During or before Courtship, intimacy is permitted, even the greatest of intimacies beyond holding hands. It must however never become public knowledge.
| Racial Passive
| The same.
| The Noreans new age limit and aging is altered, allowing them to live up to 300 years old, visually and physically aging proportionally.
|-
|-
| During a wedding, or the festivities immediately after, everyone must wear white, and may not profess own-family loyalty or dedication, or engage in speech that would imply political or personal distaste for any particular guest or participant.
| style="background-color:#f1f1f1;" | Preferential Scholars
| The same.
| Racial Passive
| The same.
| The Norean can only assign Proficiency points to no more than one Combat Proficiency Category.
|-
|-
| A noble should endeavor not to court or wed with a commoner, unless they were both commoners before ennoblement, or have dispensation from the Emperor personally.
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Woaden.
| The same, though an exception is made for nobles to have commoner paramour consorts, as long as they never marry, and are discreet.
| Nobles may never marry commoners, period, ever.
|-
|-
| A noble should retain a professional distance with one’s servants, even if they are lifelong familiar servants that are “as if family”, while in public. Niceties and true feelings can be shared in private.
| style="background-color:#da8888;" | Predator's Vision
| The same.
| Racial Passive
| A noble should never show familiarity with a servant, period, and as soon as one is witnessed to showcase familiarity, the servant ought to be fired by another family member who witnesses it.
| The Woaden has perfected their ability to see in the Dark, allowing them to see clearly and effectively in any natural light condition.
|-
|-
| Women must never enter a carriage with another man unless that man is a member of their family or spouse, without a chaperone.
| style="background-color:#da8888;" | Free Spirit
| This rule does not exist.
| Racial Passive
| The same.
| The Woaden cannot be grabbed, grappled, lasso'd, snatched, held, or restrained by any means, including Abilities, except for in metal chains.
|-
|-
| A noble should always wait to be asked to be seated, and when seating, should always seat in order of importance, with higher nobles sitting first.
| style="background-color:#da8888;" | Child of the Woods
| This rule does not exit.
| Racial Spell
| The same, though men should prefer to remain standing unless they should need to sit, for example to eat.
| The Woaden can effectively climb almost instantly into a Tree of any shape or size, without risk of falling. Additionally, they can immediately determine how healthy a tree is just by looking at it, and pinpoint anything that may be harming it.
|-
|-
| Noble men should always come to stand, if seated, if either a higher noble lord, or a noble woman is leaving the room. Those of weak constitution or frailty may remain seated. Women must always remain seated until all plates are removed from the table.
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Archan.
| The same.
| The same.
|-
|-
| Noble men may, per evening, only ask upwards of two women for a dance, regardless of whether they decline or accept. A woman may never ask for a dance, though women may also never reject a dance, unless the partner is deemed unfit by society to dance with her status.
| style="background-color:#d9c17b;" | Bastion of Faith
| The same, though women may decline to dance if they don’t want to, and women may also ask for upwards to 2 dances.
| Racial Passive
| The same.
| The Archan gains access to the Primal Sorcery School of [x].
|-
|-
| Noble women may not dance without gloves on, and may not be on the dancefloor without dance appropriate silk or velvet slippers for dancing. A noble woman must also never lead the dance.
| colspan="3" style="font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Olean.
| The same, though women may lead the dance.
| The same.
|-
|-
| A noble woman may never request a courtship directly to a man. If a man chooses to ask a woman, he must bend to a knee, and expect a hand to kiss the top of a gloved hand. If the woman finds the man agreeable, she may remove the glove, and leave him with it, immediately departing, to encourage future approachment.
| style="background-color:#629597;" | Practiced Pickpocket
| The same.
| Racial Passive
| Both noble men and women may not inquire for a courtship. Men interested in a courtship should inquire with their patriarch or matriarch to engage in negotiations with the other family at their prerogative.
| The Olean is unnaturally quick with their hands, allowing them to re-roll a failed Pickpocket attempt a second time. This ability can only be used once per Pickpocket attempt.
|-
|-
| A noble may never leave the confines of the City or the countryside, and should endeavor never to venture into the seedier places of the city, or indeed the very sewers and lawless areas.
| style="background-color:#629597;" | Luck of the Draw
| The same.
| Racial Passive
| The same.
| The Olean's dextrousness extends to card games and other sleight of hand, allowing them to re-roll a second time when failing a draw or game step during a card game or other similiar Sleight of Hand game, seamlessly replacing the card they had picked.
|-
|-
| A noble should never speak ill of the City Guard or the Military or the Marshal’s Cabinet, unless one of higher political ranking has initiated a conversation with the intent to review their performance, but one must under no circumstance complain about them.
| style="background-color:#629597;" | Spotless Smuggler
| This rule does not exist.
| Racial Passive
| Don’t criticize the military or guard period, ever, one may only criticize the offers or generals personally for poor performance.
| The Olean, when being searched, is capable of seamlessly hiding objects held in their pockets that are smaller than their closed fist. They can move these objects deftly between hidden pockets and compartments, preventing them from being found when inspected.
|}
|}





Revision as of 00:11, 24 June 2020

Name Type Description
The following Abilities can only be used by Bolven.
Hardy Constitution Racial Passive *+10 Physical Stat
*New Racial Height Limit of 7'5
Versatile Instict Racial Spell The Ailor can change their Body Shape at will, depending on their levels of adrenaline.
Hidden Stature Racial Spell The Ailor can change their Height from their natural height, as long as the new Height is both lower than their natural height, and no shorter than 4'5.
The following Abilities can only be used by Fennh.
Fennh Size Racial Passive *New Racial Height range of 4ft to 4'5ft.
Quick Avoidance Racial Passive The Fennh is exceptionally alert and dextrous, allowing them to quickly roll and dodge out of the way of any Mundane, Non-Ability based Ranged attack that might strike them, avoiding it entirely.
Fennh Disguising Racial Spell The Fennh can create a disguise for themselves, allowing them to appear like another person of any other race. They can create as many disguises of this manner as they please, but it takes at least thirty minutes to enact, or remove one. Regardless of the disguise chosen, they cannot alter their height with this ability, always appearing exceptionally short.
The following Abilities can only be used by Drahl.
Stalwart Companion Racial Passive The Drahl is followed constantly by an eternal companion in the form of a Bird of Prey of their choice, which will live with them until the Drahl dies. This Bird cannot be harmed, captured, or killed, and if at risk of harm, it will flee the scene and return to the Drahl when it is safe. The Bird is capable of minor aesthetic feats for the Drahl, such as sitting in their hand when feeding, or retrieving small objects (though only if the Drahl could acquire it themselves uncontested.) The Bird must always remain within the relative vicinity of its owner, and cannot convey messages nor deliver them.
Bird's Eye View Racial Passive Through the usage of their bird, the Drahl gains a leg up on other Generals, gaining bonuses to roll chances in World System Progression battles. Additionally, the Drahl gains +5 Perception.
Swift Strike Racial Spell The Drahl can call upon their bird to strike out at an opponent once per day, allowing the Bird to claw at a target once, physically striking any area of the target's body except for the face. The Bird cannot be interrupted, and will immediately fly away after delivering its strike.
The following Abilities can only be used by Nautilaan.
Infallible Navigator Racial Passive The Nautilaan has a photographic memory for starmaps and maps alone, allowing them to recall their contents with perfect accuracy.
Iron Gut Racial Passive The Nautilaan is exceptionally hardy, capable of surviving and functioning without food, drink, or sleep for up to a week.
Favored by the Sea Racial Passive The Nautilaan gains +5 Maritime Knowledge, and the winds favor their ships on the
The following Abilities can only be used by Lexxons.
Keen Insight Racial Spell
Shrewd Diplomats Racial Spell The Lexxon can, when conversing directly with an individual, detect whether the individual is lying to them for one statement per day. When focusing on the statement, the Lexxon will automatically be cued into whether it is a lie or truth. If the individual has 10+ theatre arts, the Lexxon will determine the statement to be truth.
Subtle Suggestion Racial Spell
The following Abilities can only be used by Noreans.
Longevity Racial Passive The Noreans new age limit and aging is altered, allowing them to live up to 300 years old, visually and physically aging proportionally.
Preferential Scholars Racial Passive The Norean can only assign Proficiency points to no more than one Combat Proficiency Category.
The following Abilities can only be used by Woaden.
Predator's Vision Racial Passive The Woaden has perfected their ability to see in the Dark, allowing them to see clearly and effectively in any natural light condition.
Free Spirit Racial Passive The Woaden cannot be grabbed, grappled, lasso'd, snatched, held, or restrained by any means, including Abilities, except for in metal chains.
Child of the Woods Racial Spell The Woaden can effectively climb almost instantly into a Tree of any shape or size, without risk of falling. Additionally, they can immediately determine how healthy a tree is just by looking at it, and pinpoint anything that may be harming it.
The following Abilities can only be used by Archan.
Bastion of Faith Racial Passive The Archan gains access to the Primal Sorcery School of [x].
The following Abilities can only be used by Olean.
Practiced Pickpocket Racial Passive The Olean is unnaturally quick with their hands, allowing them to re-roll a failed Pickpocket attempt a second time. This ability can only be used once per Pickpocket attempt.
Luck of the Draw Racial Passive The Olean's dextrousness extends to card games and other sleight of hand, allowing them to re-roll a second time when failing a draw or game step during a card game or other similiar Sleight of Hand game, seamlessly replacing the card they had picked.
Spotless Smuggler Racial Passive The Olean, when being searched, is capable of seamlessly hiding objects held in their pockets that are smaller than their closed fist. They can move these objects deftly between hidden pockets and compartments, preventing them from being found when inspected.


Puretek should be an opening move, for example: A warrior wielding a puretek quartershot and a rapier, shoot first to disable Ability cast on target, then close the distance with a melee weapon. In melee, Puretek can no longer be used due to the reload mechanic. In group settings, equally this requires an individual with puretek to be held down and protected. Puretek is not a crp mechanic in and of itself, but an "opening shot" or "equalizer" mid-crp if someone is using an Ability that is particularly nasty on the group/person.

Other Rules:

  • Only one Engraving per person, permanently. Clarified on Character App like an Ability.
  • Puretek may be pre-loaded but must be emoted while unsheathing weapons as being pre-loaded on the belt.
  • Must be shot from at least 3+ blocks distance otherwise it does not work.
  • Demishot and Quartershot both have the same reload speed, appearance is only aesthetic. Shots can only hit in Emote Distance.
  • Every shot requires a reload time of about 30 seconds. Targets being shot at should be given enough time to react or interact between shots.
  • Puretek cannot shoot through obstacles or Steel or Steel Equivalent Armor, unless this armor is Ability summoned or created by an Ability, in which case it goes through.
  • Silvershot is removed from Puretek so it's purely just an Ability stopper.
  • Puretek no longer hurts.
  • Proximity, character target speed, cripple or rooting has no effect on accuracy. Successive hits do not increase hitting chance either.
  • only the specifified ability types are affected based on the engravings presented. Abilities not on this list are unaffected.

Hitting accuracy:

  • 0 points invested: always miss
  • 5 points invested: /dice 1 20 above 15 is hit
  • 10 points invested: /dice 1 20 above 10 is hit
  • 15 points invested: /dice 1 20 above 8 is hit
  • 20 points invested: /dice 1 20 above 6 is hit
  • 25 points invested: /dice 1 20 above 4 is hit
  • 30 points cannot be invested.
Puretek Engraving Usable against Who can use this type of Puretek Engraving? Effects
Belliard Engraving
  • Magic Spell
  • Sorcery Spell
  • Silven Spell
  • Ordial Power
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
Darkwald Engraving
  • Vampire Spell
  • Werebeast Spell
  • Gr. Vampire Spell
  • Gr. Werebeast Spell
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
Heresond Engraving
  • Primal Power
  • Ritualist Power
  • Essence Power
  • Url Forms
  • Any Character that is Lingering Aberrancy and upwards, or has an Artifact.
  • The weapon will refuse to fire for someone who is not somewhat Void or Exist tainted.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering. In the case of Url, they are affected somewhat differently: An Url in Gore Form is forced into Fused Form and unable to go to Gore form for an hour. If they are any other Form, this shot does not affect their Form Abilities.
Ograld Engraving
  • Beast Shift
  • Mythic Shift
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the the first time, the Mythic Shift/Beast Shift is halved in its effect. For example, Physical Stat gains are halved, and any increase in size or body changes are also halved. A second shot hit cancels out the Beast Shift or Mythic Shift completely, and is forced on a 10 minute cooldown.