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Choose 3 Abilities from the Ability Pool.
{| class="wikitable"  
Abilities can only be taken Once.
Once chosen, Abilities cannot be changed, and must be listed on the Character Application.
 
 
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Name
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! Ability Description
! Ability Description
|-
|-
| style="background-color:#e6eaff;" | Soul Bond 1
| style="background-color:#f5d7e7;" | Age Control 1
| Toggle Passive
| Toggle Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Soul Bond 1 |When the user is born, a Domestic Dog, Domestic Cat, or (reasonably sized) Bird species juvenile joins them as a life-long companion. This life-long companion can die (but does not grant kill-perms), can carry a single object on them but may never attack. The life-long companion can intercept a single Mundane Attack for its owner, without harming the attacker, and becomes disabled for 24 hours. The life-long companion has unnatural long life, but this is never questioned, as Mundane societies have accepted the Soul Bonds as messengers from their Gods or kindred soul sent by the Everwatcher. The life-long companion can be mutated with every normal mutation from the [[Mutations]] page. The Soul Bonded creature cannot leave Emote Distance of the user.
| Grants the user {{#simple-tooltip: Age Control 1 | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
}}
}}
|-
|-
| style="background-color:#e6eaff; width: 21%;" | Shrewd Insight 1
| style="background-color:#f5d7e7;" | Order Brand 1
| Control Power
| Object Enchant
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
| style="background-color:#e6eaff;" | Rogue Gift 2
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 2 | The Character can, once a day, if attempting an Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling. This is in essence a once-a-day luck-of-the-draw where the character has an instant-success on their /dice roll.
| Grants the user {{#simple-tooltip: Order Brand 1 | This Ability allows the user to Enchant their melee weapon with the Order Brand Enchant. While active, the weapon glows a faint color. When striking any weapon that has any number of active Enchants on it, all those Enchants are instantly Cancelled, and any additional effects the user would receive from the Enchant hitting them or being Deflected or Parried or Blocked by the user are Prevented. This Enchant lasts for 30 minutes, or until it cleanses its first weapon after which it is disabled. If it cleanses a weapon within the 30 minute duration, Order Brand I can be used a second time with a mere slap on the blade, though it still respects the same 30 minute timer of the first Enchant. After the second Enchant does its job, or the original 30 minutes expire, this Ability goes on a 10 minute cooldown. This Enchant can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. While Order Brand 1 is used on a weapon with a pre-existing Object Enchant that is not another type of Order Brand (2 or 3 for example), this Enchant is Cancelled, and any future application made impossible so long as Order Brand 1 remains active.  
}}
}}
|-
|-
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 1
| style="background-color:#f5d7e7;" | Battle Dress 1
| Constant Passive
| Toggle Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
| Grants the user {{#simple-tooltip: Battle Dress 1 | The user may wear any type of armor regardless of whether it has been adjusted to fit their body, and it will automatically re-adjust to fit their body contours. Additionally, if they are wearing armor that has somehow been damaged or destroyed by Abilities, they may choose to instantly auto-mend every piece of armor worn by them into a pristine state before any damage was applied. This specific part of the Ability can only be used once per day.
}}
}}
|-
|-
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 2
| style="background-color:#f5d7e7;" | Cursed Soul 1
| Constant Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Honed Skill 2 | Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
| Grants the user {{#simple-tooltip: Cursed Soul 1 | While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Manifest. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
}}
}}
|-
|-
| style="background-color:#e6eaff;" | Empath Sense 6
| style="background-color:#f5d7e7;" | Keen Mind 1
| Constant Passive
| Trigger Passive
| Emote Distance
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 6 | The user can generally sense remnant emotional energy in an area that is not dependent on the amount of emotions felt near it. For example, a graveyard might allow them to sense the remnant grief of someone who died years ago, or a river might send them a sudden feeling or happiness like a child fishing with their parent from a few weeks prior. Additionally, the user is also able to sense emotional residue of great events having occurred in general areas or big buildings in Progressions, if they specifically go looking for them, but won't get great details on what exactly happened while trying to perceive the emotional residue.
| Grants the user {{#simple-tooltip: Keen Mind 1 | Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
}}
}}
|-
|-
| style="background-color:#e6eaff;" | Wall Climb 1
| style="background-color:#f5d7e7;" | Hunt Sense 1
| Toggle Passive
| Toggle Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Wall Climb 1 | The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. 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.
| Grants the user {{#simple-tooltip: Hunt Sense 1 | The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.}}
}}
|-
|-
| style="background-color:#e6eaff;" | Omniaware 1
| style="background-color:#f5d7e7;" | Exorcism 3
| Toggle Passive
| Control Power
| Self
| Direct Touch
| Grants the user {{#simple-tooltip: Omniaware 1 | The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
| Grants the user {{#simple-tooltip: Exorcism 3 | The User can instantly Cancel any single Target Curse, Target Illusion, or Magic Spell currently affecting someone by touching them. This Ability only Cancels the most recently used Ability. Additionally, the Target cannot be affected by the same Target Curse, Target Illusion, or Magic Spell again for the next minute. This Ability cannot be used on Self. This Ability can only be used once every 10 minutes.
}}
}}
|-
|-
 
| style="background-color:#f5d7e7;" | Home Enchant 4
| style="background-color:#e6eaff;" | Destined Body 1
| Region Enchant
| Toggle Passive
| Player Region
| Self
| Grants the user {{#simple-tooltip: Home Enchant 4 | The user is able to Home Enchant 4 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. While the region is Enchanted, floating candles, orbs of light, or a general gaze of light may fill the building. This has a number of effects. Firstly, the building itself and all rooms there-in are completely immune to any Darkness being cast into it with an Ability, or being cast from inside of it. Secondly, anyone with the Ability Light Mend 3 can use the interior as if they are standing outside with an uninterrupted line to the sky. Thirdly, the building or region denies entry to Mindless Dimenthist Creatures, such as Void Ghasts, and other Lesser Void Demons that are commonly seen during Events where monsters appear through Veil tears, creating a safehouse of sorts. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region’s ceiling should have several glowstone blocks on it, or floating in the air.
| Grants the user {{#simple-tooltip: Destined Body 1 | The user while Mundane gains +5 Physical Stat that does not break Cap. If the user is Aberrant, they may instead purchase one Sorcery Spell without the 3 Proficiency Point Cost. If the user then becomes Mundane again, this Ability is lost and the Physical Stat is gained instead. There is one exception: Primal and Ordial Aberrants still gain +5 Physical Stat. For the purpose of this Ability, neither are considered Aberrant.  
}}
}}
|-
|-
| style="background-color:#e6eaff;" | Destined Body 2
| style="background-color:#f5d7e7;" | Sihndar Hunter 1
| Toggle Passive
| Trigger Passive
| Self
| Emote Distance
| Grants the user {{#simple-tooltip: Destined Body 2 | The user has greater control over their own emotional capacity, which can do a couple of things. Firstly, the user can disable all their own emotions and re-enable them at will. Secondly, the user can choose to compartmentalize certain feelings or memories, thus completely disabling themselves from feeling/remembering them until another person with Destined Body 2 re-connects them with their disabled feeling or memory in meditation. Finally, the user can disable their sense of guilt or conscience altogether. The user is still entirely affected by Control Powers however, and any emotions they have disabled can also still be emulated by Control Powers to make them feel them anyway.
| Grants the user {{#simple-tooltip: Sihndar Hunter 1 | The user can, if any unarmed Nelfin is within Emote Distance, and they are being attacked or targeted by an Attack or harming Ability, instantly leap towards them and intercept the Attack or harming Ability. This Ability does not work if there is a physical barrier between the user and the target that the user cannot pass, and while the user can be harmed while intercepting, they cannot be stopped by any mundane means.  If the Ability has an Area of Effect or some sort of splash damage, the target also becomes immune to this radius damage, all of it transferring to the user instead. This Ability can only target one person per day, however after the first use on that person, this Ability can be reused up to 4 times within a 24 hour timespan on that person only, before it is reset and can be used on anyone again.}}
}}
|-
|-
|-
| style="background-color:#f5d7e7;" | Sihndar Hunter 2
| style="background-color:#e6eaff;" | Destined Body 3
| Constant Passive
| Toggle Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Destined Body 3 | The user is able to turn any single action made in a Non-Hostile Combat Roleplay (friendly duels or competition combat roleplay are permitted for example) such as for example a song they are performing, a dueling strike they are performing, or a painting they are presenting, into a "Dazzling Display". Dazzling Displays force everyone in Emote Distance who is not currently engaged in non-hostile Combat Roleplay to look at the person using this Ability, and to keep looking at them until their action is done, so long as it completes within a minute. This Ability can only be used once a day.
| Grants the user {{#simple-tooltip: Sihndar Hunter 2 | The Character negates all effects and harm from Abilities caused by any Ability used as part of a Vampiric Bloodline or Vampiric Base kit, or a Cahal Bloodline or Base kit. Additionally, the Sindhar is immune to any damage from weapons summoned or created by Abilities when utilized by a Vampire or Cahal. The Exceptions for Any Abilities that allow Vampires or Cahal to feed on the Character do not apply to Sihndar. They are completely immune to feeding.}}
}}
|-
|-
| style="background-color:#f5d7e7;" | Sihndar Hunter 3
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Sihndar Hunter 3 | The Sihndar loses all access to their prior Racial kit, but maintains their prior general appearance, with updated hair, skin, and eye color. The Character cannot invest points into Caster Ranged Combat. The Character can, through a ritual, transform another individual (of any race, excluding Url, Yanar, and Slizzar) into a Sindhar. The target Character must be fully willing, aware, and can be of any Aberrancy, except Primal, Draconic, or Ordial. This process is irreversible. The Transformation takes 24 hours to complete. Aesthetics for the process of this ritual should involve unique Flora from Drowda.}}
|}
|}

Revision as of 21:48, 14 November 2021

Ability Name Ability Type Ability Range Ability Description
Age Control 1 Toggle Passive Self Grants the user Age Control 1

Order Brand 1 Object Enchant Self Grants the user Order Brand 1

Battle Dress 1 Toggle Passive Self Grants the user Battle Dress 1

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

Keen Mind 1 Trigger Passive Emote Distance Grants the user Keen Mind 1

Hunt Sense 1 Toggle Passive Self Grants the user Hunt Sense 1

Exorcism 3 Control Power Direct Touch Grants the user Exorcism 3

Home Enchant 4 Region Enchant Player Region Grants the user Home Enchant 4

Sihndar Hunter 1 Trigger Passive Emote Distance Grants the user Sihndar Hunter 1

Sihndar Hunter 2 Constant Passive Self Grants the user Sihndar Hunter 2

Sihndar Hunter 3 Control Power Direct Touch Grants the user Sihndar Hunter 3