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{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#9b9b9b;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability
! Points Invested
! Name
! Type
! Type
! Range
! Range
! Description
! Description
|-
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by all Kathar
| 4 Points
| Heavy Shot
| Mundane Ability
| Emote Distance
| Heavy Shot is the default Arrow attack for a Heavy Bow Combat user. This simply involves shooting a Heavy Bow 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 Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
|-
|-
| style="background-color:#c0c0c0;" | Dread Rebirth
| 8 Points
| Racial Spell
| Knocking Shot
| -
| Mundane Ability
| A ritual requiring 3 Kathar, performed on a Nelfin or Half-Elf, allowing them to transform the person into a Kathar. The transformation is temporary for 3 days, and if the target was unwilling, it will revert after 3 days. Players who are consenting however may also make it permanent. This Ability can be reused on those who have had it used once on them already, but it can never be used on Manathar.
| 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 ability has a 3 minute cooldown. This Ability is a guaranteed hit.
| style="background-color:#c0c0c0;" | Dread Binding
| Racial Spell
| -
| A less intense version of the Dread Rebirth, requiring only one Kathar. This ritual allows the Kathar to produce a 7 day lasting Target Curse totem (which can be an object of any kind that can be worn or kept on a person) that when accepted by a person as a gift (or forced on a person), gives them visual similarities to the Kathar who gifted them the totem (skin, hair color, eye color, Body Build). They can additionally also graft mentality changes onto the gift receiver, particularly making them more favorable to the Kathar for the duration of the totem’s effects. After the effects wear off, a new totem can be applied. Additionally, the Curse also gives the target loyalty to the Kathar who made the totem.
|-
| style="background-color:#c0c0c0;" | Dread Tampering
| Racial Spell
| -
| A ritual allowing a Kathar to infuse a piece of jewelry or decorative accessory with a specific feeling. If the item is accepted as a gift by the (unsuspecting) receiver, it will cause their character’s personality to change with the change imparted on the item for 5 days. For example, a ring can cause a person to become more slothful, or to become less kind, or to become more lustful. After the time is over, the item becomes mundane. Items infested by Dread Tampering are considered an Object Curse.
|-
| style="background-color:#c0c0c0;" | Dread Linking
| Racial Spell
| Direct Touch
| Any Kathar can target another person and touch them, giving them (and themselves) a Target Curse of Dread Linking. This Curse causes any physical sensation felt by either person to be also copied and transferred to the other. This is not only limited to pleasant feelings (such as the mouth-watering in anticipation of good food, or the butterfly stomach feeling of a passionate kiss) but also unpleasant feelings such as pain from being struck with a weapon. This Curse can be removed any time by the caster, or broken with any Exorcism or Possession removing Ability on the victim. Only one Curse can be active for the caster, and after it has broken, this Ability goes on a 24 hour cooldown, and the target cannot be re-cursed for another week.
|-
| style="background-color:#c0c0c0;" | Dread Pact
| Racial Spell
| Direct Touch
| Two or more Kathar can make a binding agreement with each other, which can be a goal, set of goals, actions, or clear tasks to be fulfilled. The first person to break the pact is punished directly via Lore Staff. Multiple pacts can be active at the same time, and Pacts must be created on Server, and cannot be backstory’d.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Saivalathar.
|-
|-
| style="background-color:#c0c0c0;" | Secret Masks (Primary)
| 12 Points
| Racial Shift
| Marking Shot
| Self
| Mundane Ability
| The Saivalthar is capable of producing a shift state in which they create an alternative Nelfin appearance for themselves, where they can appear like any Nelfin race or sub-race, change gender, or change their height and Body Shape freely. This template can be changed once a week, and Physical Stats remain unchanged. Usage of this Ability can only be detected by those who have had repeated and prolonged personal contact with the individual, such as friends, lovers, and family. This Ability cannot hide visual effects and mutations caused by Afflictions. Additionally, the Saivalathar can speak even if their mouth is closed.
|-
| style="background-color:#c0c0c0;" | Power's Reach (Secondary)
| Racial Spell
| Self
| The Saivalthar can turn into a mass of black ink, which though malleable, cannot exceed 1.5 times their original mass. If another person were to step within 2 blocks of them, this black ink can lash out and immobilize them with the black ink, but they can only hold one person, and not move while holding someone, or attack them. While in ink form, the Saivalthar is immune to all damage, but cannot squeeze under doors or through cracks or use abilities. They can only maintain this form for 10 minutes, after which they must wait another 10 minutes before re-puddling. While in this puddle, they are also immune to immobilization or stunning.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Zolathar.
|-
| style="background-color:#c0c0c0;" | Realm of Want (Primary)
| Racial Spell
| Direct Touch
| The Zolathar have a pocket dimension called the Maw of the Void, in which they can store items up to a closet’s worth of space. The Maw opens up next to them, where they must physically put things in/take them out. Things inside do not rot or decay or experience time, and a single person can be trapped or hidden in the map for up to 10 minutes, after which they will be ejected (but not items). A person can only be placed inside of the Maw if the creator physically puts them there like any other tangible object they would be storing, and only if they are fully restrained and incapacitated (or willing). The same person can only be trapped once in the Maw every 24 hours.
|-
| style="background-color:#c0c0c0;" | Lordly Change (Secondary)
| Racial Spell
| Self
| The Zolathar is able to change the length and color of their hair at will, as well as their Body Shape, Height, and Body Fat, though not the structure of their face or their skin color or eyes. Additionally, they can make pieces of clothing that they are wearing disappear and reappear, but they can only make clothes disappear they were already wearing, and make clothes reappear that they were wearing previously.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Shenathar.
|-
| style="background-color:#c0c0c0;" | Fire Dance (Primary)
| Racial Spell
| Self
| The Shenathar becomes cloaked in purple or magenta Void Fire, and  becomes immune to pain, but not harm or damage, while this ability lasts for 10 minutes, and can only be used once per 24 hours. This includes natural pain from wounds and artificial pain created by Abilities.
|-
| style="background-color:#c0c0c0;" | Passion Dance (Secondary)
| Racial Spell
| Self
| The Shenathar is able to, in mockery of the creators, turn their body hair into red or black Void Fire. This fire does not produce light or heat, but does obey gravity and the movements of the Shenathar. In addition, they can "set fire to" any mundane or magical Tattoos they have, causing them to flicker and smolder with Void Fire, though still not producing light or heat. While Passion Dance is active, the Shenathar’s nails turn black and extend more like claws, capable of shredding skin and with repeated strikes, even metal. There is no upper limit to how long this Ability can be active, though while it is active, weapons cannot be wielded.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Oscithar.
|-
| style="background-color:#c0c0c0;" | Serve the Void (Primary)
| Racial Spell
| Emote Distance
| Emote Distance
| The Oscithar can Target either a willing or restrained person to attach a Dread-Collar to their neck, a golden chain with black gems in it. While the Oscithar is in Emote Distance, any command issued must be followed, else the collar will give an electrocuting sensation to the victim that is very painful. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Dread Collared individuals cannot be infected with Afflicitons, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Oscithar may only have up to three individuals collared at once, and while in Emote Range, can hide the Dread Collar through an illusion that only those with Target Illusion Immunity can see through.
| The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer 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 Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
|-
| style="background-color:#c0c0c0;" | Exist Nonexist (Secondary)
| Racial Passive
| Self
| Once per day, the Oscithar can entirely stop a single Exist-based ability, Prevent it from being used, stopping an ongoing ability, and Cancelling or removing any effect it has already imparted as long as it is used within 10 seconds of the Exist Ability being used, and as long as it was specifically aimed at or targeting them.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Bakrathar.
|-
| style="background-color:#c0c0c0;" | Orcish Biology (Primary)
| Racial Passive
| Self
| Bakrathar passively have +20 Physical Stat, even without any Proficiency investment. This does not break the Physical Stat cap. Additionally, the Bakrathar is immune to any poison or toxin or venom when ingested (but not inhaled or injected)
|-
| style="background-color:#c0c0c0;" | Dread Warbeast (Secondary)
| Racial Passive
| Self
| Bakrathar are passively immune to Abilities classified as Werebeast Spell, Greater Werebeast Spell, or Magic Spell from an Exist-oriented Mage kit. Additionally, Bakrathar are incapable of contracting or being infected or changing into any type of Affliction (including but not limited to Vampirism, Werebeastism, Witchblood, Dragon Warrior etc.).
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Wolathar.
|-
| style="background-color:#c0c0c0;" | Beast Warp (Primary)
| Racial Spell
| Self
| The Wolathar can summon an extra set of functional arms (normal Wolathar arms, or furred beastly arms) that appear directly under their normal arms. These arms operate at the same Proficiency levels as their normal arms. They are also able to sacrifice these arms for four Void Tendrils appear from their back. These tendrils each operate at 25% of the user’s Proficiencies, rounded down, but are prehensile, and about 1.5 times as long as their normal arms.
|-
| style="background-color:#c0c0c0;" | Woldwalking (Secondary)
| Racial Passive
| Self
| Wolathar are the recognized masters of the woods and walds, and all non-ability summoned, non-magus animals respect this. When a Wolathar, and up to 1 other Character, are traveling in natural environments, no animal will attack them, regardless of if the Wolathar enters their territory. Additionally, The Wolathar can naturally manifest any Mutations from the Monster or Pagan Mutations Category, and can additionally shed them while sleeping, should they choose. Mutations manifested with this Ability do not count as Mutations for the purposes of determining Aberrancy.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Wylathar.
|-
| style="background-color:#c0c0c0;" | Wyldblooded (Primary)
| Racial Passive
| Self
| The Wylathar can learn up to 1 Sorcery Level (or 3 Whimsy Spells) for free. These do not cost Proficiency Points, but do obey limitations on Sorcery Caps and Sorcery Schools. If the Wylathar is also a Ritualist, Sorcery Levels gained from this Racial do not count for the normal limitations on Ritualism when combined with Sorcery. (Any further Sorcery Levels gained will remove this, however.) For example, if some Mutation or Affliction does not allow Sorcery learning, this Racial Passive is disabled. Additionally, Wylathar are well versed with trees in particular. Wylathar do not need any Athletic Training to quickly and effortlessly climb into trees.
|-
|-
| style="background-color:#c0c0c0;" | Whimsy Change (Secondary)
| 16 Points
| Racial Spell
| Bow Slam
| Direct Touch
| Mundane Ability
| The Wylathar is capable of changing the appearance of another person at will, as long as they are within 3 blocks distance, and not actively engaged in combat. For as long as the Wylathar remains within 3 blocks distance, the person’s appearance modification remains intact. If they are touched by anyone other than the Wylathar, or engage in conflict, the appearance change is removed. This change can include but is not limited to race, mutations, gender, hair, facial shape, body build & height, but does not transfer Racial Abilities or Traits aside from the physical default state, and can hide visual features from Afflictions.
| 3 Blocks
|Bow Slam allows the Archer 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 Archer’s front is knocked back 5 blocks and falls over, but receives no damage. This Ability has a 5 minute cooldown, and can only be used if at least 1 person is within 3 Blocks Range.
|-
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#9b9b9b;" | The Following Abilities can only be used by Solstithar.
| 20 Points
|-
| Power Shot
| style="background-color:#c0c0c0;" | Solst'irc Solstice (Primary)
| Mundane Passive
| Target Curse
| Announce Emote
| Emote Distance
| The Archer kneels, producing a heavy power shot. This Ability 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 Archer may release at the target, as long as the target is not behind cover. If they are, the Archer may hold this position however long until they leave cover, or until they get knocked over. If the Archer is interrupted, charge will have to re-commence. This arrow is guaranteed to hit. The Archer 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 Ability does not cause maims. This Ability has a 24 hour cooldown.  
| Solstithar are able to “curse” a person with anti-racism and anti-discrimination, by invoking the Solst’irc Solstice, that plants a Target Curse on a person within Emote Distance (it is not visible in any way). This Target Curse makes them indefinitely unable to distinguish race between anyone they look at, including their own, nor will their mind be able to perceive any level of racial bias or preference. It additionally also makes the target unable to express classicist, religiously intolerant, or sexist/sexual orientation intolerant attitudes, becoming a bastion of tolerance. The person is still capable of being offended and capable of being violent, but will no longer be able to have bigoted thoughts. This can affect up to 2 people at any given time. These Curses are indefinite, but can be removed by any Exorcism or Possession removal mechanic. The person is also not aware that they have been Cursed. Additionally, if a Solstithar has not activated this Curse on anyone, they can cast this Ability over an Event venue, removing innate racial bias and racism (but only racial bias and racism) from all guests for the duration of the Event. When a person has had their Curse removed, they cannot be re-cursed for another week.
|-
| style="background-color:#c0c0c0;" | Sollerian Insight (Secondary)
| Racial Passive
| Emote Distance
| Solstithar are exceptional socialites, able to detect the hidden emotional state of a person. Any person is able to act tough on the outside, but the Solstithar can read their dominant emotional state on the inside. They can read the emotional state with a person by conversing with them, reading both the emotional state the person is trying to project, as well as what is hidden underneath.
|}
|}

Revision as of 19:03, 4 January 2021

Points Invested Name Type Range Description
4 Points Heavy Shot Mundane Ability Emote Distance Heavy Shot is the default Arrow attack for a Heavy Bow Combat user. This simply involves shooting a Heavy Bow 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 Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
8 Points Knocking Shot Mundane Ability 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 ability has a 3 minute cooldown. This Ability is a guaranteed hit.
12 Points Marking Shot Mundane Ability Emote Distance The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer 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 Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
16 Points Bow Slam Mundane Ability 3 Blocks Bow Slam allows the Archer 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 Archer’s front is knocked back 5 blocks and falls over, but receives no damage. This Ability 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 Passive Announce Emote The Archer kneels, producing a heavy power shot. This Ability 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 Archer may release at the target, as long as the target is not behind cover. If they are, the Archer may hold this position however long until they leave cover, or until they get knocked over. If the Archer is interrupted, charge will have to re-commence. This arrow is guaranteed to hit. The Archer 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 Ability does not cause maims. This Ability has a 24 hour cooldown.