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Heritage Traits: Difference between revisions

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All Heritage Traits are designed to fit both a Magical and non-Magical Character. If a Mechanic has dubious magical aesthetics, you may decide if this is something biologically innate to you, or whether it is something they achieve through Magic. Not all other Mechanics are created equally or usable equally. We aim for storytelling design, not exact complete equality between all designs.  
All Heritage Traits are designed to fit both a Magical and non-Magical Character. If a Mechanic has dubious magical aesthetics, you may decide if this is something biologically innate to you, or whether it is something they achieve through Magic. Not all other Mechanics are created equally or usable equally. We aim for storytelling design, not exact complete equality between all designs.  


When it comes to designing a Mixed-Heritage, or some mix between two Heritages, you must choose one dominant Heritage and one lesser Heritage (this does not affect your aesthetic design choices, just what mechanics they will have). For the dominant heritage, you must choose the first two Mechanics, and cannot swap these. For the remaining three Mechanics (all sets will always have 5 Mechanics), however, you may mix and match Mechanics from both Heritages so long as their chronological order is kept. For example, you may not swap out a 4th Heritage Mechanic of an Ailor for the 2nd Heritage Mechanic of a Maquixtl. The choice is always binary between two Mechanics in the same numerical spot.
When designing a Mixed-Heritage character, choose one dominant and one lesser Heritage. The dominant Heritage determines the first two Mechanics, which cannot be swapped. For the remaining three Mechanics (every set has five), you can mix and match between both Heritages, but must keep their chronological order. For example, a 4th Mechanic from one Heritage can't replace a 2nd Mechanic from the other. Choices are always between two Mechanics in the same numerical position.


Some Heritages have cumbersome Mechanics (large explanations) or niche functions (only rarely used) that are not recorded on this page, but on the Heritage page instead. That is because this page records easily transferrable and daily usable mechanics, and many of these Mechanics are often shared in other places, like Godborn, Mortisphages, etc. Where those long-description Heritage Mechanics exist, they are referred to in the Expanded Lore on the relevant Heritage pages and are referred to as Capabilities. These can only be attained in a mixed-heritage character if they belong to the dominant heritage.  
Some Heritages have complex or niche Mechanics listed on their own pages rather than here. This page focuses on transferable, daily-use Mechanics, often shared with other groups like Godborn or Mortisphages. Detailed Heritage Mechanics, called Capabilities, are found in the Expanded Lore and can only be used in mixed-heritage characters if from the dominant Heritage.


==Selvath Traits==
==Selvath Traits==

Revision as of 02:58, 22 December 2024

The Heritage Traits Page, is part of the bigger Abilities and Proficiency System. Heritage Traits are a set of things you can do as your character, often unique to your character design. Most of these will be out-of-combat oriented and used purely to flavor roleplay or set the stage for your storytelling. Because this page is long, we recommend you use the Table of Contents on the right, to navigate to the necessary sections you want to source. Each Heritage Trait Section will also be accessible on the Heritage Wiki, found in the Infobox (top right).

Heritage Trait Rules

All Heritage Traits are designed to fit both a Magical and non-Magical Character. If a Mechanic has dubious magical aesthetics, you may decide if this is something biologically innate to you, or whether it is something they achieve through Magic. Not all other Mechanics are created equally or usable equally. We aim for storytelling design, not exact complete equality between all designs.

When designing a Mixed-Heritage character, choose one dominant and one lesser Heritage. The dominant Heritage determines the first two Mechanics, which cannot be swapped. For the remaining three Mechanics (every set has five), you can mix and match between both Heritages, but must keep their chronological order. For example, a 4th Mechanic from one Heritage can't replace a 2nd Mechanic from the other. Choices are always between two Mechanics in the same numerical position.

Some Heritages have complex or niche Mechanics listed on their own pages rather than here. This page focuses on transferable, daily-use Mechanics, often shared with other groups like Godborn or Mortisphages. Detailed Heritage Mechanics, called Capabilities, are found in the Expanded Lore and can only be used in mixed-heritage characters if from the dominant Heritage.

Selvath Traits

Your Selvath character has these Traits.





Ailor Traits

Your Ailor Character has these Traits.

  • Flexible Masters: Choose one free Point Buy Pack from any Proficiency Category except Faith, Magic, or Charisma. This free Pack does not increase the Proficiency Stat, but grants access to the functions/Ability found within the Pack as if it was normally Point-Bought.
  • Linguistic Masters: Whether through learning or their environment, your character hears many languages around them. When non-spoken language insults or curse words are used towards you, you will understand these words and can respond in kind in their own language.
  • Chosen People: Because you belong to a specific group of people, or have a privileged position, the City of Regalia looks more favorable on your Character. When it comes to government, state, or organization job applications or court trials, your character receives preferential treatment.
  • Chosen Gods: Syncretizing allows the worship of up to 2 Gods, you can choose up to 4. If Syncretized, you also gain the Religious Mechanic from their Syncretized Religion. If Syncretism is unused, you gain +1 Attack Stat (Breaking Cap up to 11) against those of different Religions.
  • Lucky Many: When you /dice rolls for any Attack Emote or Action and your Dice result is 1 (ignoring bonuses added after a dice roll), you may reroll the /dice and must use the new result. This Mechanic can only be used once every 24 hours if used in Combat.

Ailor Variants

Ailor Variants are based on the chosen Culture. When making an Ailor Character, you can either choose the default traits (above) as a full set, or remove the last Mechanic from the default set, and replace it with one of the Variant Mechanics listed below, depending on the culture chosen. Variant Traits can be used for half-Heritage Characters, but the Variant Mechanic must always be included in the selection of mixed Mechanics.

Southwend
Variant
Lucky Many: When you /dice rolls for any Attack Emote or Action and your Dice result is 1 (ignoring bonuses added after a dice roll), you may reroll the /dice and must use the new result. This Mechanic can only be used once every 24 hours if used in Combat.
Stormfolk
Variant
Lucky Many: When you /dice rolls for any Attack Emote or Action and your Dice result is 1 (ignoring bonuses added after a dice roll), you may reroll the /dice and must use the new result. This Mechanic can only be used once every 24 hours if used in Combat.