Test: Difference between revisions

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| style="background-color:#fe9e9e;" | Machine Power 1
| style="background-color:#fe9e9e;" | Machine Power 1
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| Constant Passive
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| Self
| Grants the user {{#simple-tooltip:|  
| Grants the user {{#simple-tooltip: Machine Power 1| The user gets the Clockwork Pack: Clockwork Technik for free. If the Character also has Cursed Soul 1, and the Character already had sorcery, all Spells default to Clockwork Mechanics.
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| style="background-color:#fe9e9e;" | Machine Power 2
| style="background-color:#fe9e9e;" | Machine Power 2
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| Constant Passive
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| Self
| Grants the user {{#simple-tooltip:|  
| Grants the user {{#simple-tooltip: Machine Power 2 | The user gets the Clockwork Pack: Clockwork Environment for free.
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| style="background-color:#fe9e9e;" | Machine Power 3
| style="background-color:#fe9e9e;" | Machine Power 3
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| Constant Passive
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| Self
| Grants the user {{#simple-tooltip:|  
| Grants the user {{#simple-tooltip: Machine Power 3 | The user gets the Clockwork Pack: Clockwork Golem for free. If the user is a Cratos Vampire, this Ability has additional functions. Firstly, while Cratos Vampire, the user is able to make use of all their Abilities found in the Bloodline Ability Kit. Secondly, while Cratos Vampires cannot feed conventionally from a victim, their Clockwork Golems have a syringe attachment on the arm that they can rapidly stab and extract blood from a victim with. If the Golem returns to the Vampire’s home base, the Vampire can consume the blood in the syringe for fed status. The syringer takes several seconds to extract enough blood, leaves behind a small puncture hole, but does not paralyze or alter perception like normal Vampire feeding does, so it has to be used strategically.
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| style="background-color:#fe9e9e;" | Machine Power 4
| style="background-color:#fe9e9e;" | Machine Power 4
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| Constant Passive
|  
| Self
| Grants the user {{#simple-tooltip:|  
| Grants the user {{#simple-tooltip: Machine Power 4| The user gets the Clockwork Pack: Clockwork Control for free.
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| style="background-color:#fe9e9e;" | Machine Power 5
| style="background-color:#fe9e9e;" | Machine Power 5
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| Constant Passive
|  
| Self
| Grants the user {{#simple-tooltip:|  
| Grants the user {{#simple-tooltip: Machine Power 5 | The user gets Clockwork Pack: Clockwork Biotics for free, however there are additional rules attached. Firstly, the user is not actually able to make Biotics, for themselves or others. Rather, self-repairing Biotic Clockwork Nanites are present in the user’s blood stream. This means that any time the user loses a body part, or has a body part that is damaged beyond repair (except internal organs), these Nanites replace the lost body part with Clockwork Biotics within 30 minutes of losing the body part. Additionally, unlike normal Clockwork Biotics, these Biotics do not need any maintenance, and self-repair after 30 minutes of being out of combat. Even after this Ability is lost, these Biotic Prosthetics remain, however, they no longer benefit from the Nanites in the bloodstream and will start needing monthly maintenance.
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| style="background-color:#fe9e9e;" | Machine Power 6
| style="background-color:#fe9e9e;" | Machine Power 6
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| Constant Passive
|  
| Self
| Grants the user {{#simple-tooltip:|  
| Grants the user {{#simple-tooltip: Machine Power 6 | The Character gains the Sorcery Ability: Spirit Familiar 1 for free, though is only able to use this through Clockwork Mechanics. Several changes are also implied. Firstly, instead of Magical, the familiar is entirely built out of technology and Clockwork. Secondly, the familiar can be given a voice and their own personality either distinct from the maker, or a copy of their personality. Thirdly, the familiar may have alternate modes of transportation, such as heli-blades, hovering pads, or flippers, despite being for example built in the image of a rabbit or cat. Finally, this familiar may also have a host of much smaller familiars (beetle or parakeet-sized) which do not have a personality or voice of their own, but may aesthetically interact with the familiar and its master, with the familiar acting as a mothership of sorts. This Machine familiar can be destroyed, but its wrecked parts will always re-form the familiar before it escapes to return to its master’s side at a later point when it is safe to do so.
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| style="background-color:#fe9e9e;" |  
| style="background-color:#fe9e9e;" | Wall Climb 4
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| Toggle Passive
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| Self
| Grants the user {{#simple-tooltip:|  
| Grants the user {{#simple-tooltip: Wall Climb 4 | The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.
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| style="background-color:#fe9e9e;" | Sorcery Skill 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Sorcery Skill 2 | The Character may choose 2 Sorcery Abilities for free from any Category. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost. This Ability also does not count as “purchasing” Sorcery Abilities for Sorcery Skill 1, or any other Abilities that require “purchasing” sorcery, so these Abilities do not stack.
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Revision as of 22:32, 2 June 2021

fedcb4

Ability Name Ability Type Ability Range Ability Description
Afflicted Life 1 Constant Passive Self Grants the user Afflicted Life 1

Blood Eyes 1 Constant Passive Self Grants the user Blood Eyes 1

Blood Curse 1 Constant Passive Self Grants the user Blood Curse 1

Vampiric Form 3 Mythic Shift Self Grants the user Vampiric Form 3

Cursed Soul 1 Constant Passive Self Grants the user Cursed Soul 1


Ability Name Ability Type Ability Range Ability Description
Machine Lord 1 Trigger Passive Self Grants the user Machine Lord 1

Machine Lord 2 Trigger Passive Self Grants the user Machine Lord 2

Machine Lord 3 Trigger Passive Self Grants the user Machine Lord 3

Machine Power 1 Constant Passive Self Grants the user Machine Power 1

Machine Power 2 Constant Passive Self Grants the user Machine Power 2

Machine Power 3 Constant Passive Self Grants the user Machine Power 3

Machine Power 4 Constant Passive Self Grants the user Machine Power 4

Machine Power 5 Constant Passive Self Grants the user Machine Power 5

Machine Power 6 Constant Passive Self Grants the user Machine Power 6

Wall Climb 4 Toggle Passive Self Grants the user Wall Climb 4

Sorcery Skill 2 Constant Passive Self Grants the user Sorcery Skill 2