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| style="background-color:#fe9e9e;" | Blood Eyes 1
| style="background-color:#fe9e9e;" | Blood Eyes 4
| Constant Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Blood Eyes 1 | The Character has normal eyes, though their eye-sockets are somewhat reddened and darkened. When using any Ability from their Bloodline Ability Kit or Vampire Base Kit, their irises become solid red, with a small black pupil. This overrules any other Mutations or effects. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. If the Player wants the Vampire's eyes to be solid red at all times, this is possible.
| Grants the user {{#simple-tooltip: Blood Eyes 4 | The Character permanently has red irises, a black slitted pupil, and a black limbal ring in their iris, while the eye-whites remain white. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 2. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. Finally, the Character’s Vampiric teeth are always extended and cannot be filed shorter, though they are no longer functional.
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| style="background-color:#fe9e9e;" | Vampiric Form 3
| style="background-color:#fe9e9e;" | Blood Feeding 3
| Control Power
| Self
| Grants the user {{#simple-tooltip: Blood Feeding 3 | The Character does not gain sustenance or “fed” status from drinking normal blood, rather, the Character can only attain fed status if they defeat a Werebeast or a Vampire in a fight, either by wounding them or knocking them out. It is also possible to acquire fed status from a Vampire or Werebeast who submits to the Character, this would involve the victim willingly kneeling, after which the Character drains a mist of blood from the target to their hand and consumes it, this process being very painful for the victim and humiliating, though at least combat is avoided. Finally, Characters with this Ability have utterly delicious Blood (to Vampiric taste), which if drunk (fresh) through Blood Feeding 1 refreshes all Ability cooldowns of that Vampire and makes them feel immensely refreshed (a single Character can only trigger this once on a single Vampire per 24 hours). Characters with this Ability cannot feed from other Characters who also have Blood Feeding 3.  This Ability ignores immunity to Control Powers.
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| style="background-color:#fe9e9e;" | Scale Shift 1
| Mythic Shift
| Mythic Shift
| Self
| Self
| Grants the user {{#simple-tooltip: Vampiric Form 3 | The Character does not have access to a Vampiric Form. However, the Character can use Abilities from the Bloodline Ability Kit outside of a Vampiric Form. This Ability is always active, thus it functions more like a Constant Passive.
| Grants the user {{#simple-tooltip: Scale Shift 1 | The Character can activate this Mythic Shift anytime near-instantly and without any feelings to have a number of effects. Firstly, their upper body, neck, arms and sides of their head can become partially or wholly covered in dragon-like scales which are either ebony-black (black with a slight tint of brown) or maroon red. These scales are as hard as plate-mail and count as if the character is wearing half-plate, though only on the parts covered (thus not the legs). The character may also optionally manifest a non-combat usable prehensile tail with the same scale color as the upper body, as well as horns with that same color. Their hair may also optionally turn white or black, while their hands may optionally become more draconic claw-like (not impeding their ability to wield weapons)
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! Ability Description
! Ability Description
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| style="background-color:#fe9e9e;" | Machine Lord 1
| style="background-color:#fe9e9e;" | Primal Specter 1
| Trigger Passive
| Primal Power
| Self
| Grants the user {{#simple-tooltip: Machine Lord 1 | Should the user’s Control Device for Clockwork be destroyed or taken away from them, they are able to reform a new Control Device from Clockwork nanites in their bloodstream that will burst through their skin on for example their wrist or neck to replace the lost Control Device. This means the Character can re-use Clockwork Abilities even after they have been captured and imprisoned. If however the backup is lost, the Character loses access to Clockwork Abilities again, as this Ability has a 72 hour cooldown.
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| style="background-color:#fe9e9e;" | Machine Lord  2
| Trigger Passive
| Self
| Grants the user {{#simple-tooltip: Machine Lord  2 | The Character can superheat their fingertips like welding torches and put them up against a metal gate or doorway. This Instantly melts the doorway or gateway so that anyone can step through. This Ability has a 72 hour cooldown, and cannot be used in combat roleplay, it only functions on gates, fences, windows, doorways or other metal or wooden entry or exit ways. This Ability can also be used to destroy a prison cell gate, and is not stopped by Purestone or Ability-Countering Mechanics.
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| style="background-color:#fe9e9e;" | Machine Lord 3
| Trigger Passive
| Self
| Grants the user {{#simple-tooltip: Machine Lord 3 | If the Character is restrained, stunned, trapped, rooted or otherwise imprisoned in a completely enclosed containment (like a box, cell, or shield dome), they can activate an emergency vent escape jump. This involves venting copious amounts of steam that blows anyone near them 2 blocks back, before they themselves rocket jump upwards or sideways, allowing them to reposition anywhere within 10 blocks. Those caught within 3 blocks of initial use are blinded for 5 seconds, not enough to get combat initiation, but enough to start making an escape. This Ability cannot be used outside of the prerequisite of being restrained, and it cannot be used to reach ledges that would not otherwise be reachable by running. Being restrained by an ally does not count. This Ability has a 72 hour cooldown.
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| style="background-color:#fe9e9e;" | Machine Power 1
| Constant Passive
| Self
| 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
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Machine Power 2 | The user gets the Clockwork Pack: Clockwork Environment for free.  
| Grants the user {{#simple-tooltip: Primal Specter 1 | Instead of being killed, the user’s physical form disintegrates to a visible ghost. This ghost cannot interact with the world besides speaking and hovering around. After 2 hours, the ghost re-materializes its body. After the body has rematerialized, the user cannot use any Abilities for 22 hours. The Character can still be killed by Disease, Artifacts, or old age.
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| style="background-color:#fe9e9e;" | Machine Power 3
| style="background-color:#fe9e9e;" | Primal Realm 1
| Constant Passive
| Primal Power
| Self
| Direct Touch
| 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.
| Grants the user {{#simple-tooltip: Primal Realm 1 | Allows the user to transport themselves or one additional person while holding hands into the Conclave Realm, an alternate dimension. This requires a 10 Second Channel while holding the hand of the person. If they are knocked over or attacked, the Channel is cancelled. This Realm follows the same rules as normal reality, and wounds are transferred between them. Anyone can leave the Conclave Realm through the return portal, which transports them to the Dragon Temple. The teleport to the Conclave Realm is /tp PrimalRealm. It is not permitted to wander around OOC in the Conclave Realm.
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| style="background-color:#fe9e9e;" | Machine Power 4
| style="background-color:#fe9e9e;" | Darkness 5
| Constant Passive
| Magic Spell
| Self
| Self
| Grants the user {{#simple-tooltip:  Machine Power 4| The user gets the Clockwork Pack: Clockwork Control for free.  
| Grants the user {{#simple-tooltip:  Darkness 5 | The user may summon up to two melee weapons from their shadows. The weapons are made of materialized shadows and are tough as steel. The summoned weapons must be identical copies of each other, cannot leave the user’s hand, or be handed off to others. The user may choose to make the weapons pass through certain people and not through others. If this Ability is Countered, or if the weapons are un-summoned, it has a 30 second cooldown.
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| style="background-color:#fe9e9e;" | Machine Power 5
| style="background-color:#fe9e9e;" | Belliard Horror 1
| Constant Passive
| Constant Passive
| Self
| Self
| 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.  
| Grants the user {{#simple-tooltip: Belliard Horror 1 | The Character is completely immune to all Puretek uses. Furthermore, the Character is also immune to Exorcism 1, 2, 3 and Primal Cleansing, meaning if they have an Affliction, this Affliction can only be removed in a Sakrosankt.
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| style="background-color:#fe9e9e;" | Machine Power 6
| style="background-color:#fe9e9e;" | Affliction Hunter 1
| Constant Passive
| Self
| 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;" | Wall Climb 4
| Toggle Passive
| Toggle Passive
| Self
| Self
| 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.
| Grants the user {{#simple-tooltip: Affliction Hunter 1 | The Character must choose either Sun or Moon (this choice can only be made on a 72 hour cooldown). Once chosen the effects are permanent until a new choice is made. When Sun is chosen, a sun-shaped tattoo of any color forms on the skin in between the clavicles, with additional flame-like shapes fanning out towards the neck. If Moon is chosen, a moon-shaped tattoo of any color forms on the skin in between the clavicles, with additional cloud-like shapes fanning out towards the neck. While Sun is active, the Character is immune to all effects and harm from Abilities caused by any Ability used as part of a Vampiric Bloodline or Vampiric Base kit. When Moon is active, the Character is immune to all effects and harm from Abilities caused by any Ability used as part of a Werebeast Bloodline or Werebeast Base kit. Collateral effects, like the cut from an Ability summoned weapon, or the blunt trauma from rocks thrown up with some Ability, still apply damage like normal, but direct damage or effect Abilities like Magic Bolt 1 or Servile Collar 1. There is only one exception to this Ability: Any Abilities that allow Vampires or Werebeast to feed on the Character still work, including all of their effects.
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| style="background-color:#fe9e9e;" | Sorcery Skill 2
| style="background-color:#fe9e9e;" | Ifritti Infection 1
| Constant Passive
| Void Spell
| Self
| Direct Touch
| 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.
| Grants the user {{#simple-tooltip: Ifritti Infection 1 | The Character can plunge their Vampiric Teeth into a victim (only if they are a Vampire). This does not actually commence feeding, as Blood Eyes 6 and Blood Feeding 3 prevent the Character from feeding on the blood, however it injects an (unwilling) victim with an Ifritti poison, that if not cleansed by a Vampire of any other Bloodline within an hour (by giving them some clean Vampire Blood), results in the Character changing Bloodline from whatever they were previously to a Rokhaal Vampire, changing out kits and mentalities. No Ability can be used to revert this, however as soon as a Vampire of a different Bloodline successfully feeds on a Rokhaal Vampire, they are reverted back to their pre-Rokhaal Bloodline. If they did not previously have a Vampiric Bloodline, the infecting Vampire’s Bloodline is chosen.
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Revision as of 23:18, 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 4 Constant Passive Self Grants the user Blood Eyes 4

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

Blood Feeding 3 Control Power Self Grants the user Blood Feeding 3

Scale Shift 1 Mythic Shift Self Grants the user Scale Shift 1

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


Ability Name Ability Type Ability Range Ability Description
Primal Specter 1 Primal Power Self Grants the user Primal Specter 1

Primal Realm 1 Primal Power Direct Touch Grants the user Primal Realm 1

Darkness 5 Magic Spell Self Grants the user Darkness 5

Belliard Horror 1 Constant Passive Self Grants the user Belliard Horror 1

Affliction Hunter 1 Toggle Passive Self Grants the user Affliction Hunter 1

Ifritti Infection 1 Void Spell Direct Touch Grants the user Ifritti Infection 1