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==Invoke Spell Packs== | ==Invoke Spell Packs== | ||
===Monster Invocation=== | ===Monster Invocation=== | ||
Whether by a curse or by voluntary blessing, this Pack allows the user to transform into a Monster Transformation, which counts as a Disguise. A Monster Disguise is a monstrous version of a Character that breaks beyond the design style of a purely humanoid character and thus can have all manner of visual changes that make them look more monstrous. During Transformation, if anyone is a witness to the Transformation, the Monster can also alter part of the witness's memories, so that they will not remember who Transformed, that the original person ran away, or was never even there to begin with. During the Monster Transformation, the user gains +2 Attack Stat (Break Cap to 11) and +1 Defense Stat (Break Cap to 9), but can no longer use ranged weapons. If the user drops to 0 HP, the Monster Transformation will be reverted after which the memory alteration no longer works. Additionally, Characters with Monster Invocation may receive more positive or additional interactions with entities that either feel alignment with, or close approximation to Monsters, such as the Eldertide or the Body Arken (Private Message DM's during Events to inquire). Keep in mind that Monster Transformations are always defined as "Monstrous", and thus fall under [[Regalian Law]] High Law. This means it is strongly recommended not to use Monster Transformations is very public spaces or in the middle of the city, as the Regalian Guard & Knights and most law-abiding citizens will attack to kill on sight. If Monsters get arrested, kill-perms are likely to be granted to have the Character executed. | |||
===Duellist Invocation=== | ===Duellist Invocation=== | ||
===Deathless Invocation=== | ===Deathless Invocation=== |
Revision as of 22:19, 23 June 2024
The Ability and Proficiency System | |
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This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page. |
Invoke Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Invoke Point Buy provides mechanics that change the way you play your Character through some ailment, alignment, curse, or communion your character has undergone to have part of their soul magically altered. Unlike Magic Point Buy, Invoke Point Buy does not require Dimension Alignment, nor does it distinguish between Radiant and Sinistral. However, a Dimension may add to the theme if you choose to have your Invocation be an ailment or curse. For more information on this, see below.
Types of Invocations
Invocations are a fairly loose concept, and there is no one-size-fits-all way to acquire an invocation in one's backstory. This short section will give some inspiration for ways to write how to incorporate invocations into your character's backstory:
- Powerful Spell: An Invocation can just be a powerful spell your Character knows, because they are a skilled Mage with years of training, or because they spent a long time perfecting this particular spell and can now use it more often.
- Powerful Curse: An Invocation can also be a Powerful Curse placed by some entity like a God or a Greater Demon or Arken, generally to punish someone for some act of blasphemy or to torment them. In this case, the Invocation can be involuntary.
- Divine Blessing: An Invocation can be a blessed Invocation granted by a God or some other greater entity as a reward for service or to do their work. Note, blessings to Gods do not always have to be interpreted as positive boons by mortals.
- Artifacts/Family: It is possible that an Invocation was tied to a lesser Artifact that was either embedded into the Character or transferred some curse or blessing to its new owner. It could also run in the family, or be taught only by the family.
Have other ideas, or need feedback on your idea? Especially if you are trying to tie it in with deep lore or complex God interactions, we strongly recommend making a ticket to get it singed off by Lore Staff.
Invoke Spell Packs
Monster Invocation
Whether by a curse or by voluntary blessing, this Pack allows the user to transform into a Monster Transformation, which counts as a Disguise. A Monster Disguise is a monstrous version of a Character that breaks beyond the design style of a purely humanoid character and thus can have all manner of visual changes that make them look more monstrous. During Transformation, if anyone is a witness to the Transformation, the Monster can also alter part of the witness's memories, so that they will not remember who Transformed, that the original person ran away, or was never even there to begin with. During the Monster Transformation, the user gains +2 Attack Stat (Break Cap to 11) and +1 Defense Stat (Break Cap to 9), but can no longer use ranged weapons. If the user drops to 0 HP, the Monster Transformation will be reverted after which the memory alteration no longer works. Additionally, Characters with Monster Invocation may receive more positive or additional interactions with entities that either feel alignment with, or close approximation to Monsters, such as the Eldertide or the Body Arken (Private Message DM's during Events to inquire). Keep in mind that Monster Transformations are always defined as "Monstrous", and thus fall under Regalian Law High Law. This means it is strongly recommended not to use Monster Transformations is very public spaces or in the middle of the city, as the Regalian Guard & Knights and most law-abiding citizens will attack to kill on sight. If Monsters get arrested, kill-perms are likely to be granted to have the Character executed.