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| style="background-color:#d9c17b;" | Bastion of Faith
| style="background-color:#d9c17b;" | Bastion of Faith
| Racial Passive
| Racial Passive
| The Archan gains access to the Primal Sorcery School of [x].
| The Archan gains access to the Primal Sorcery School of Union Blessings.
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Olean.
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by Olean.

Revision as of 00:42, 24 June 2020

Name Type Description
The following Abilities can only be used by Bolven.
Hardy Constitution Racial Passive *+10 Physical Stat
*New Racial Height Limit of 7'5
Versatile Instict Racial Spell The Ailor can change their Body Shape at will, depending on their levels of adrenaline.
Hidden Stature Racial Spell The Ailor can change their Height from their natural height, as long as the new Height is both lower than their natural height, and no shorter than 4'5.
The following Abilities can only be used by Fennh.
Fennh Size Racial Passive *New Racial Height range of 4ft to 4'5ft.
Quick Avoidance Racial Passive The Fennh is exceptionally alert and dextrous, allowing them to quickly roll and dodge out of the way of any Mundane, Non-Ability based Ranged attack that might strike them, avoiding it entirely.
Fennh Disguising Racial Spell The Fennh can create a disguise for themselves, allowing them to appear like another person of any other race. They can create as many disguises of this manner as they please, but it takes at least thirty minutes to enact, or remove one. Regardless of the disguise chosen, they cannot alter their height with this ability, always appearing exceptionally short.
The following Abilities can only be used by Drahl.
Stalwart Companion Racial Passive The Drahl is followed constantly by an eternal companion in the form of a Bird of Prey of their choice, which will live with them until the Drahl dies. This Bird cannot be harmed, captured, or killed, and if at risk of harm, it will flee the scene and return to the Drahl when it is safe. The Bird is capable of minor aesthetic feats for the Drahl, such as sitting in their hand when feeding, or retrieving small objects (though only if the Drahl could acquire it themselves uncontested.) The Bird must always remain within the relative vicinity of its owner, and cannot convey messages nor deliver them.
Bird's Eye View Racial Passive Through the usage of their bird, the Drahl gains a leg up on other Generals, gaining bonuses to roll chances in World System Progression battles. Additionally, the Drahl gains +5 Perception.
Swift Strike Racial Spell The Drahl can call upon their bird to strike out at an opponent once per day, allowing the Bird to claw at a target once, physically striking any area of the target's body except for the face. The Bird cannot be interrupted, and will immediately fly away after delivering its strike.
The following Abilities can only be used by Nautilaan.
Infallible Navigator Racial Passive The Nautilaan has a photographic memory for starmaps and maps alone, allowing them to recall their contents with perfect accuracy.
Iron Gut Racial Passive The Nautilaan is exceptionally hardy, capable of surviving and functioning without food, drink, or sleep for up to a week.
Favored by the Sea Racial Passive The Nautilaan gains +5 Maritime Knowledge, and the winds favor their ships on the sea, gaining them bonuses to rolls in the World System involving the movement of ships in both Battle and Non-Battle Progressions.
The following Abilities can only be used by Lexxons.
Keen Insight Racial Spell
Shrewd Diplomats Racial Spell The Lexxon can, when conversing directly with an individual, detect whether the individual is lying to them for one statement per day. When focusing on the statement, the Lexxon will automatically be cued into whether it is a lie or truth. If the individual has 10+ theatre arts, the Lexxon will determine the statement to be truth.
Subtle Suggestion Racial Spell
The following Abilities can only be used by Noreans.
Longevity Racial Passive The Noreans new age limit and aging is altered, allowing them to live up to 300 years old, visually and physically aging proportionally.
Preferential Scholars Racial Passive The Norean can only assign Proficiency points to no more than one Combat Proficiency Category.
The following Abilities can only be used by Woaden.
Predator's Vision Racial Passive The Woaden has perfected their ability to see in the Dark, allowing them to see clearly and effectively in any natural light condition.
Free Spirit Racial Passive The Woaden cannot be unwillingly grabbed, grappled, held or restrained by mundane means utilizing any mundane implement (excluding metal chains) or body part (Arms, tails, limbs, claws, talons, etc), even if that body part is enhanced or altered by an Ability. This does not apply to purely Ability-Based restraints such as magical chains.
Child of the Woods Racial Spell The Woaden can effectively climb almost instantly into a Tree of any shape or size, without risk of falling. Additionally, they can immediately determine how healthy a tree is just by looking at it, and pinpoint anything that may be harming it.
The following Abilities can only be used by Archan.
Bastion of Faith Racial Passive The Archan gains access to the Primal Sorcery School of Union Blessings.
The following Abilities can only be used by Olean.
Practiced Pickpocket Racial Passive The Olean is unnaturally quick with their hands, allowing them to re-roll a failed Pickpocket attempt a second time. This ability can only be used once per Pickpocket attempt.
Luck of the Draw Racial Passive The Olean's dextrousness extends to card games and other sleight of hand, allowing them to re-roll a second time when failing a draw or game step during a card game or other similiar Sleight of Hand game, seamlessly replacing the card they had picked.
Spotless Smuggler Racial Passive The Olean, when being searched, is capable of seamlessly hiding objects held in their pockets that are smaller than their closed fist. They can move these objects deftly between hidden pockets and compartments, preventing them from being found when inspected under any circumstances. Though there is no hard limit on the number of items they can conceal, it is expected to be a reasonable amount of items.


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.