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{| class="wikitable"
! style="font-weight:bold;" | Name
! style="font-weight:bold;" | Type
! style="font-weight:bold;" | Description
|-
| Dread Rebirth
| Racial Spell
| 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 5 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.
|-
| Dread Faciling
| Racial Spell
| A less intense version of the Dread Binding, requiring only one Kathar. This ritual allows the Kathar to produce a 3 day lasting Target Curse totem 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 a loyalty to the Kathar who made the totem.
|-
| Dread Binding
| Racial Spell
| style="color:#333333;" | 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.
|-
| Mageblooded
| Racial Passive
| Allow the learning of up to 3 Sorcery Spells (or 2 Whimsy Spells versus 1 Sorcery Spell). These Spells when learned do not cost Proficiency Points, does not add to the Sorcery Spell limit, and does obey limitations on Sorcery and Sorcery Schools. For example, if some Mutation of Affliction does not allow Sorcery learning, this Racial Passive is disabled.
|-
| colspan="3" style="text-align: center; background-color:rgb(217, 217, 217); color:rgb(0, 0, 0);" | The following Abilities can only be used by Sires of Rage
|-
|
|}
Puretek should be an opening move, for example: A warrior wielding a puretek quartershot and a rapier, shoot first to disable Ability cast on target, then close the distance with a melee weapon. In melee, Puretek can no longer be used due to the reload mechanic. In group settings, equally this requires an individual with puretek to be held down and protected. Puretek is not a crp mechanic in and of itself, but an "opening shot" or "equalizer" mid-crp if someone is using an Ability that is particularly nasty on the group/person.  
Puretek should be an opening move, for example: A warrior wielding a puretek quartershot and a rapier, shoot first to disable Ability cast on target, then close the distance with a melee weapon. In melee, Puretek can no longer be used due to the reload mechanic. In group settings, equally this requires an individual with puretek to be held down and protected. Puretek is not a crp mechanic in and of itself, but an "opening shot" or "equalizer" mid-crp if someone is using an Ability that is particularly nasty on the group/person.  



Revision as of 05:00, 23 April 2020

Name Type Description
Dread Rebirth Racial Spell 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 5 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.
Dread Faciling Racial Spell A less intense version of the Dread Binding, requiring only one Kathar. This ritual allows the Kathar to produce a 3 day lasting Target Curse totem 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 a loyalty to the Kathar who made the totem.
Dread Binding 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.
Mageblooded Racial Passive Allow the learning of up to 3 Sorcery Spells (or 2 Whimsy Spells versus 1 Sorcery Spell). These Spells when learned do not cost Proficiency Points, does not add to the Sorcery Spell limit, and does obey limitations on Sorcery and Sorcery Schools. For example, if some Mutation of Affliction does not allow Sorcery learning, this Racial Passive is disabled.
The following Abilities can only be used by Sires of Rage


Puretek should be an opening move, for example: A warrior wielding a puretek quartershot and a rapier, shoot first to disable Ability cast on target, then close the distance with a melee weapon. In melee, Puretek can no longer be used due to the reload mechanic. In group settings, equally this requires an individual with puretek to be held down and protected. Puretek is not a crp mechanic in and of itself, but an "opening shot" or "equalizer" mid-crp if someone is using an Ability that is particularly nasty on the group/person.

Other Rules:

  • Only one Engraving per person, permanently. Clarified on Character App like an Ability.
  • Puretek may be pre-loaded but must be emoted while unsheathing weapons as being pre-loaded on the belt.
  • Must be shot from at least 3+ blocks distance otherwise it does not work.
  • Demishot and Quartershot both have the same reload speed, appearance is only aesthetic. Shots can only hit in Emote Distance.
  • Every shot requires a reload time of about 30 seconds. Targets being shot at should be given enough time to react or interact between shots.
  • Puretek cannot shoot through obstacles or Steel or Steel Equivalent Armor, unless this armor is Ability summoned or created by an Ability, in which case it goes through.
  • Silvershot is removed from Puretek so it's purely just an Ability stopper.
  • Puretek no longer hurts.
  • Proximity, character target speed, cripple or rooting has no effect on accuracy. Successive hits do not increase hitting chance either.
  • only the specifified ability types are affected based on the engravings presented. Abilities not on this list are unaffected.

Hitting accuracy:

  • 0 points invested: always miss
  • 5 points invested: /dice 1 20 above 15 is hit
  • 10 points invested: /dice 1 20 above 10 is hit
  • 15 points invested: /dice 1 20 above 8 is hit
  • 20 points invested: /dice 1 20 above 6 is hit
  • 25 points invested: /dice 1 20 above 4 is hit
  • 30 points cannot be invested.
Puretek Engraving Usable against Who can use this type of Puretek Engraving? Effects
Belliard Engraving
  • Magic Spell
  • Sorcery Spell
  • Silven Spell
  • Ordial Power
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
Darkwald Engraving
  • Vampire Spell
  • Werebeast Spell
  • Gr. Vampire Spell
  • Gr. Werebeast Spell
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
Heresond Engraving
  • Primal Power
  • Ritualist Power
  • Essence Power
  • Url Forms
  • Any Character that is Lingering Aberrancy and upwards, or has an Artifact.
  • The weapon will refuse to fire for someone who is not somewhat Void or Exist tainted.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering. In the case of Url, they are affected somewhat differently: An Url in Gore Form is forced into Fused Form and unable to go to Gore form for an hour. If they are any other Form, this shot does not affect their Form Abilities.
Ograld Engraving
  • Beast Shift
  • Mythic Shift
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the the first time, the Mythic Shift/Beast Shift is halved in its effect. For example, Physical Stat gains are halved, and any increase in size or body changes are also halved. A second shot hit cancels out the Beast Shift or Mythic Shift completely, and is forced on a 10 minute cooldown.