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=Altalar=
=Altalar=
==Abilities==
==Abilities==
 
The Altalar have one Common Ability shared by all sub-races, and each Race also has one unique Ability. Half-Altalar have access to the Common Ability and the Specials, as well as the Sub-Race Ability of their Altalar parent.
===All Altalar===
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d7e7;" | Weapon Summon
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Weapon Summon | The user can summon any type of Ranged or Melee weapon made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. While using a Summoned Weapon, all Mundane Techniques used with it are instead classified as Abilities of Magical nature. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
}}
| {{#simple-tooltip: Fin'ullen Modifier | Any Weapon Summoned by a Fin'ullen is made out of water or coral.}} {{#simple-tooltip: Suvial Modifier | Any Weapon Summoned by a Suvial is made out of fire.}}
|-
|}
===Teledden Only===
===Teledden Only===
{| class="wikitable"  
{| class="wikitable"  
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|-
|-
|}
|}
===Fin'ullen Only===
===Fin'ullen Only===
{| class="wikitable"  
{| class="wikitable"  
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d7e7;" | Waterborne
| style="background-color:#f5d7e7;" | Waterborne
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| Grants the user {{#simple-tooltip: Waterborne | The user can swim with Mai-Allar speed underwater (the fastest possible speed), can breathe underwater, can see in the dark and is immune to any Mundane or Ability based Darkness or Blindness.
| Grants the user {{#simple-tooltip: Waterborne | The user can swim with Mai-Allar speed underwater (the fastest possible speed), can breathe underwater, can see in the dark and is immune to any Mundane or Ability based Darkness or Blindness.
}}
}}
| {{#simple-tooltip: Modifier applied to Fin'ullen Altalar | The Fin'ullen additionally may manifest aquatic mutations while underwater like webbed feet and hands, fins, gills, etc.
| {{#simple-tooltip: Fin'ullen Modifier| The Fin'ullen additionally may manifest aquatic mutations while underwater like webbed feet and hands, fins, gills, etc.
}}
}}
|-
|-
|}
|}
===Suvial Only===
===Suvial Only===
{| class="wikitable"  
{| class="wikitable"  
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d7e7;" | Battle Mentor
| style="background-color:#f5d7e7;" | Battle Mentor
| Constant Passive
| Constant Passive
| Self
| Emote Distance
| Grants the user {{#simple-tooltip: Battle Mentor | The user can target any other person in Emote Distance. They may choose any Proficiency, and boost that person by 5 Points, which can break Proficiency Point Limit. Any person can only be affected by 1 Battle Mentor. When a target is chosen, Battle Mentor cannot be changed to a different Target for 5 minutes, even if the Target leaves Emote Distance (and the effect ends).
| Grants the user {{#simple-tooltip: Battle Mentor | The user can target any other person in Emote Distance. They may choose any Proficiency, and boost that person by 5 Points, which can break Proficiency Point Limit. Any person can only be affected by 1 Battle Mentor. When a target is chosen, Battle Mentor cannot be changed to a different Target for 5 minutes, even if the Target leaves Emote Distance (and the effect ends).
}}
}}
| {{#simple-tooltip: Modifier applied to Suvial Altalar | The Target may manifest a burning (non-harmful) Altalar crown above their head to telegraph this Ability is active for them.
| {{#simple-tooltip: Suvial Modifier | The Target may manifest a burning (non-harmful) Altalar crown above their head to telegraph this Ability is active for them.
}}
}}
|-
|-
|}
|}
===Lesarra Only===
===Lesarra Only===
{| class="wikitable"  
{| class="wikitable"  
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! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d7e7;" | Forgotten Face
| style="background-color:#f5d7e7;" | Forgotten Face
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|-
|-
|}
|}
 
===Solvaan Only===
 
{| class="wikitable"
 
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
 
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d7e7;" | Arcane Ranged
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Arcane Ranged | The user can use any Ranged Combat Category Mundane Techniques that they have bought with Proficiency investment while wielding any melee weapon without needing to have a bow out. These Mundane Techniques are instead classified as Abilities of Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition.
}}
| {{#simple-tooltip: Solvaan Modifier | The projectile weapons are always made out of mist and leave behind trails of mist as they travel to their intended target.
}}
|-
|}
==Specials==
==Specials==
===Ageless===
The Altalar are Ageless, meaning they never show aging. When they become adults, Altalar simply appear as if they are young adults forever, unless they choose not to. Any Altalar can choose to change their aged appearance, meaning they can choose to appear however old they want to appear (so long as it is 18+). A 33 year old Altalar might for example choose to appear like a 70 year old Ailor with whitened hair and wrinkles, while a 300 year old Altalar might choose to appear like a 25 year old Ailor with smooth skin and youthly features.
===Arcane Mastery===
Even the simplest and untrained of Altalar have some innate Magical ability, and control over the Arcane. All Altalar can perform varying degrees of Telekinesis, being able to move objects around with their hands from a distance, while also automating household objects in their performed task such as for example causing a broom to sweep by itself, or a pen to write what is being dictated. This cannot be used in any Combat Rp or competitive roleplay (such as stealing items from other Characters), but has no Cooldown and no limits imposed.
===Magnificent Hands===
The Altalar can, once a month, craft a wood carving, sculpture, woven fabric, or crafted metal out of so-called Elder Opal, depending on the Proficiency that they craft with. Elder Opal when applied to wood carving causes lines to appear in white-colored wood that glow with shifting colors of the rainbow. When applied to sculptures, the whole sculpture has an opalescent color effect, and when reflecting light, glows with the colors of the rainbow. When applied to fabric, each weave contains a reflective opalescent sheen, giving the completed clothing piece of tapestry a rainbow glow on white fabric. When applied to metal, it creates a steel-strong variant of white opal, with a glowing opalescent effect of swirling color glows. Additionally, the Altalar can re-mould Silver, Gold with their hands like clay without heating it.
===Magnificent Tools===
The Altalar can summon any type of non-combat tool in their hand, like a hammer, pencil, chisel, etc. This tool will glow and appear in any chosen color, and has the properties of a normal tool in steel, also producing magical essence sparkles or dust when used. This tool can be given to others and used by others, but only one tool can be summoned, and it cannot leave Emote Distance from the Altalar who created it.

Revision as of 00:52, 6 January 2022

Ailor

Abilities

The Ailor do not have any Abilities as (with some exception) they are overwhelmingly Mundane and do not practice Magic, as such only having Specials. These Specials are intricately woven into Ailor culture and are considered "innate", which is why Ailor will mostly claim they don't have any Powers or Abilities (as they see their Specials as cultural quirks).

Specials

Ailor Familiar

Ailor have a strong connection with domesticated animals, whether it is rearing cattle and farm animals, or pets. Pets in particular have an important role both in the raising of and further lives of Ailor children, and pets themselves also seem to have longer lives while bonded with Ailor. Either at birth or later in life, an Ailor can acquire a pet. This pet can be any type of small house-pet such as rodents, domestic canines, domestic felines, birds (hawks, eagles, crows), small marsupials, small mustelids, rabbits, pygmee pigs and reptiles or amphibians. This list is not comprehensive, for more options, consult the List of Fauna page, and look for animals that can be reasonably carried or domesticated as per their page's information. While living with its owner, the pet gains a much longer life, usually tied to that of the owner. Ailor Familiars cannot be used in Combat-RP and also cannot be harmed by others (they are invalid targets for Abilities). They can however carry hand-held items and interact with the environment and others, while never leaving Emote Range of their owner. Ailor Familiars duplicate mutations that their owner gains, and are optional, meaning not every Ailor has one.

Dark Empathy

The Ailor have multiple emotion and empathy based capabilities that make them quite unique when compared to other races. Ailor can disable their own emotions so they do not feel regret, guilt, or a conscience when committing vile acts. They can disable all emotions, or just one of them such as happiness or love. Furthermore, they can also compartmentalize certain memories and simply choose to forget them. In both cases, the Ailor usually requires another Ailor to re-connect them with emotions and memories through mental coaching. It is not all dark however. Ailor have learned to disable their emotions for a reason, because the emotional impact of an area where great events have taken place can sometimes be overwhelming. In places of great historical importance such as battlefields or places of worship and celebration, Ailor can receive visions or aftershocks of emotions felt by others in those areas. For example, an Ailor might perceive the fear and loathing of the soldiers on a battlefield that ended hundreds of years ago, being sensitive to the residual feelings when many lost their lives in the area. Finally, Ailor can also read small emotional feelings on the faces of others. Any time, an Ailor can hone in on another person's face if they are speaking with them, to detect their true disposition (feelings) towards them, for example whether they love, hate, adore, or disregard them. If used on another Ailor however, they will be able to tell that an Ailor is using it on them.

Seizing Destiny

The Ailor are flexible, often more flexible than other Races, in determining their own future, as they live much shorter lives. While an Ailor is not Aberrant or Occult, they gain +5 Physical Stat that does not break Physical Stat Limit. If they are Aberrant or Occult, they may choose 1 Sorcery Spell without Cost. If they are Primal or Ordial Aberrant, they keep the 5+ Physical Stat, Primal and Ordial Aberrancies are not counted as Aberrancy for this Special.

Seizing Innovation

The Ailor are innovative with their skills, more so than other Races as they have less time to master them and greater ambition to perfect them. So long as an Ailor is not Occult or Aberrant in any way, they may choose any Proficiency they have already invested 5 Proficiency Points into, and add another 5 on top (will not break Proficiency Point Limit for that Proficiency). If they Ailor is an Aberrant or Occult instead, they gain no bonus from this Special at all. If they become Aberrant or Occult temporarily, the +5 is temporarily disabled, returning when they become Mundane again.

Qadir

Abilities

Ability Name Ability Type Ability Range Ability Description
Hack Immune Constant Passive Self Grants the user Hack Immune

Forgery Immune Constant Passive Self Grants the user Forgery Immune

Hometrap Immune Constant Passive Self Grants the user Hometrap Immune

Advanced Golem Constant Passive Self Grants the user Advanced Golem

Specials

Qadir Familiar

Most Qadir bring life to Clockwork through Engineering, especially so when it concerns the Familiars they make. Most Qadir shops sell Familiar Templates, which are inert mechanical domestic animals for example rabbits, domestic canines & felines, birds, reptiles and more. This list is not comprehensive, for more options, consult the List of Fauna page, and look for animals that can be reasonably carried or domesticated as per their page's information. The Qadir then continues to modify, upgrade and change the Familiar to suit their liking and aesthetics. The Familiar can also levitate through repulsion tech, and may even appear less animal, for example by installing a Humanoid skull onto a dog's body. Qadir Familiars cannot be used in Combat Roleplay, but can carry objects around so long as they are in Emote Distance of their owner. Unlike proper animal familiars, Qadir Familiars can have a more responsive personality and even speak, though their intellect remains child-like. Qadir can also off-load parts of their own personality like their cowardice or anxiety onto the Familiar, causing it to behave like that personality trait frequently, and provide (sometimes comedic) commentary or reflections on the actions of their owner. Because of this Special, Qadir cannot invest 3 points to acquire Engineering Pack Eight: Familiar. For the purpose of Abilities or Mechanics that require investment in Engineering however, this counts as having 3 points invested in Engineering (optionally for Talents).

Master Engineers

Qadir mastery of Engineering is unrivaled among the other Races. Other Engineers usually pick a single Engineering Branch, and stay with it. Qadir however have greater freedom and capacity to work with other Branches. Qadir are hard-locked to using Clockwork as their main Branch for themselves, but can also make Engineering devices with Steamtech, Hallowtech and even Magitech for others. Additionally, the Qadir can install Membanks into their skull (usually at the nape of their neck, or side of their head). Memkeys can be inserted upon which a Qadir may record single memories. These Memkeys can then be re-inserted into the Membank of any Qadir to be replayed with perfect visual and auditory quality. They can also be viewed with a more cumbersome Memrecall Helmet by non-Qadir. Memkeys can pre-record up to 24 hours, and can download memories up to 24 hours after they were made. When viewing a Memkey, the user becomes blind in reality as their senses are being overtaken by the Memkey, experiencing the memory as if they were the person who recorded or downloaded it.

Mechanic Children

Even the youngest and simplest of Qadir have some grasp of Engineering and can produce small machines and objects to make their lives easier. All Qadir automatically gain Engineering Pack One: Environment and Engineering Pack Two: Golem for free without Proficiency investment. For any Abilities or Mechanics that require a minimum point investment of Proficiency into Engineering, these free Packs count as having 6 Points invested (optionally for Talents).

Mechanic Hands

Qadir can produce and use very thin mechanical hand-gloves that grant them limited telekinesis with Clockwork and brass. Within Emote Distance, and while wearing these gloves, the Qadir can fetch and remotely control engineering tools, bring brass and copper to them, and rotate Engineering objects in the air. Even more impressively they can 'explode' an Engineering object into all its constituent components and parts and levitate them in the air to inspect how all parts are pieced together, before putting it all back together again in an instant, causing no damage to the device. These gloves can only be used in non-combat or non-competitive environments, and cannot be used to hijack other people's Engineering from their hands.

Songaskia

Abilities

Specials

Altalar

Abilities

The Altalar have one Common Ability shared by all sub-races, and each Race also has one unique Ability. Half-Altalar have access to the Common Ability and the Specials, as well as the Sub-Race Ability of their Altalar parent.

All Altalar

Ability Name Ability Type Ability Range Ability Description Modifiers
Weapon Summon Constant Passive Self Grants the user Weapon Summon

Fin'ullen Modifier Suvial Modifier

Teledden Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Control Immune Constant Passive Self Grants the user Control Immune

N/A

Fin'ullen Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Waterborne Constant Passive Self Grants the user Waterborne

Fin'ullen Modifier

Suvial Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Battle Mentor Constant Passive Emote Distance Grants the user Battle Mentor

Suvial Modifier

Lesarra Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Forgotten Face Constant Passive Self Grants the user Forgotten Face

N/A

Solvaan Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Arcane Ranged Constant Passive Self Grants the user Arcane Ranged

Solvaan Modifier

Specials

Ageless

The Altalar are Ageless, meaning they never show aging. When they become adults, Altalar simply appear as if they are young adults forever, unless they choose not to. Any Altalar can choose to change their aged appearance, meaning they can choose to appear however old they want to appear (so long as it is 18+). A 33 year old Altalar might for example choose to appear like a 70 year old Ailor with whitened hair and wrinkles, while a 300 year old Altalar might choose to appear like a 25 year old Ailor with smooth skin and youthly features.

Arcane Mastery

Even the simplest and untrained of Altalar have some innate Magical ability, and control over the Arcane. All Altalar can perform varying degrees of Telekinesis, being able to move objects around with their hands from a distance, while also automating household objects in their performed task such as for example causing a broom to sweep by itself, or a pen to write what is being dictated. This cannot be used in any Combat Rp or competitive roleplay (such as stealing items from other Characters), but has no Cooldown and no limits imposed.

Magnificent Hands

The Altalar can, once a month, craft a wood carving, sculpture, woven fabric, or crafted metal out of so-called Elder Opal, depending on the Proficiency that they craft with. Elder Opal when applied to wood carving causes lines to appear in white-colored wood that glow with shifting colors of the rainbow. When applied to sculptures, the whole sculpture has an opalescent color effect, and when reflecting light, glows with the colors of the rainbow. When applied to fabric, each weave contains a reflective opalescent sheen, giving the completed clothing piece of tapestry a rainbow glow on white fabric. When applied to metal, it creates a steel-strong variant of white opal, with a glowing opalescent effect of swirling color glows. Additionally, the Altalar can re-mould Silver, Gold with their hands like clay without heating it.

Magnificent Tools

The Altalar can summon any type of non-combat tool in their hand, like a hammer, pencil, chisel, etc. This tool will glow and appear in any chosen color, and has the properties of a normal tool in steel, also producing magical essence sparkles or dust when used. This tool can be given to others and used by others, but only one tool can be summoned, and it cannot leave Emote Distance from the Altalar who created it.