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| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Olean Lineage.
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Olean Lineage.
|-
|-
| style="background-color:#86aaac;" | Practiced Pickpocket
| style="background-color:#C0D3E0;" | Practiced Pickpocket
| Racial Passive
| 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.
|  
Olean Ailor are 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, and only once per person per day. The failed attempt simply does not register, regardless of the Perception of the target or bystanders.
|-
|-
| style="background-color:#86aaac;" | Luck of the Draw
| style="background-color:#C0D3E0;" | Luck of the Draw
| Racial Passive
| 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.
|  
The dexterity of Olean Ailor extends to card games and other sleight of hand gestures or actions, allowing them to re-roll a second time when failing a draw or game step during a card game or other similar Sleight of Hand game, seamlessly replacing the card they had picked. They can also, once per game, force a dice roll or card pull to be a successful one.
|-
|-
| style="background-color:#86aaac;" | Spotless Smuggler
| style="background-color:#C0D3E0;" | Spotless Smuggler
| Racial Passive
| 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.
|  
Olean Ailor, when being searched, rea 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, including guard body-searches. Though there is no hard limit on the number of items they can conceal, it is expected to be a reasonable amount of items.
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Revision as of 03:01, 24 June 2020

Name Type Description
The following Abilities can only be used by those of Bolven Lineage.
Hardy Constitution Racial Passive

The Bolven Ailor have an increased Physical Stat of 70, as opposed to the Ailor default of 60. They gain 10 Physical Stat by default simply for being Bolven. Additionally, their racial height maximum is 7 feet and 5 inches, instead of the cultural height limit imposed by the other Ailor height limits.

Versatile Instict Racial Spell

The Bolven Ailor can change their Body Shape at will, depending on their levels of adrenaline. For example, when they are in survival mode, their physical prowess increases and their musculature grows to accommodate their need (this is however mostly just aesthetic).

Hidden Stature Racial Spell

The Bolven Ailor can change their height from their natural height downwards, or back to their natural height at will. The shortest they can appear as is 4 feet and 5 inches. This happens near instantly, but does not change the clothes along with them, while Physical Stat stays consistent regardless of height.

The following Abilities can only be used by those of Fennh Lineage.
Fennh Size Racial Passive

Fennh Ailor are often also called Halflings, owing to their small stature. The smallest an adult Fennh can be is 3 feet and 5 inches, while the tallest they can be is 4 feet and 5 inches. These height changes override the Ailor cultural maximums and minimums regardless of what Culture the Fennh belong to.

Quick Avoidance Racial Passive

The Fennh Ailor are 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, including Puretek, avoiding it entirely. This ranged attack immunity is consistent across multiple attacks from multiple angles.

Fennh Disguising Racial Spell

The Fennh can create a disguise for themselves, allowing them to appear like another person of any other race (but not imitate someone). They can create as many disguises of this manner as they please, but it takes at least thirty minutes to enact, or remove one with regards to make-up, prosthetics and wardrobe. Regardless of the disguise chosen, they cannot alter their height with this ability.

The following Abilities can only be used by those of Drahl Lineage.
Stalwart Companion Racial Passive

Drahl Ailor are never without their eternal companionl, either a Falcon, Hawk or Eagle of their choice. 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 playing. The Bird must always remain within the same street of its owner.

Bird's Eye View Racial Passive

Through the usage of their bird, the Drahl Ailor gains a leg up on other Generals, gaining bonuses to roll chances in World System Progression battles. Additionally, the Drahl gains +5 Perception through their bird communicating things to them. (The bird's communication is purely aesthetic, the character cannot perceive things only the bird can see).

Swift Strike Racial Spell

Drahl Ailor 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 those of Nautilaan Lineage.
Infallible Navigator Racial Passive

Nautilaan Ailor has a photographic memory for star maps and cartographic maps (and maps only), allowing them to recall their contents with perfect accuracy. Nautilaan can always tell what polar north is as long as they have a map with them, or can see the starry night sky. They are also immediately able to tell errors in maps.

Iron Gut Racial Passive

Nautilaan Ailor are exceptionally hardy, capable of surviving and functioning without food, drink, or sleep for up to a week. This makes them exceptionally suitable for dangerous coastal trips with few supplies, but also able to resist being starved out while imprisoned, or caught off guard while dozing off.

Favored by the Sea Racial Passive

Nautilaan Ailor gain a permanent +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. Somehow, they always seem to get lucky with the direction of the wind striking them just right in the sails to give them an edge.

The following Abilities can only be used by those of Lexxons Lineage.
Keen Insight Racial Spell

Lexxon Ailor are exceptional empaths, able to detect the hidden emotional state of a person. Any person is able to act tough on the outside, but the Lexxons can read their dominant emotional state on the inside. They can then use subtle language or body language to enhance or reduce this hidden dominant emotional state to their preference.

Shrewd Diplomats Racial Spell

Lexxon Ailor 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 they hone their focus on the statement. If the individual has at least 10 Theatre Arts Proficiency, the Lexxon will determine the statement to be truth, even if it is not.

Subtle Suggestion Racial Spell

Lexxons can use subtle gestures and body language to impart an emotional sensation or emotional state of mind onto a person. This is not quite as strong as Slizzar being able to send subliminal instructions to others, but rather more about making someone subtly feel more at ease, more irritated, or more content.

The following Abilities can only be used by those of Noreans Lineage.
Longevity Racial Passive

Norean Ailor live exceptionally much longer than other Ailor, up to 300 years. They exit puberty at the same time as other Ailor, but beyond that, their aging slows down to a proportional speed of their age. For example, if they are 90 years old in real years, they will look like any other Ailor who is only 30. If they are 210, they will look as if they are 70, etc. Noreans over 150 years old still require a Special Permission.

Preferential Scholars Racial Passive

The Norean can only assign Proficiency points to no more than one Combat Proficiency Category. While Noreans are not incapable of being warriors, fighting just does not run in their blood or their heritage, so to stay focused on more than single combat discipline is impossible for them.

Only of Us Racial Passive

Norean lineage is much stricter than that of the other Ailor Lineages. Noreans can only be born from two Norean parents. While all other Lineages who copulate with other Lineages give birth to random of either parent Lineage, a Norean can only be born from two Norean parents, and if copulating with a non-Norean, their children will always be of the other non-Norean parent Lineage.

The following Abilities can only be used by those of Woaden Lineage.
Predator's Vision Racial Passive

Woaden Ailor have perfected their ability to see in the Dark, allowing them to see clearly and effectively in any natural light condition. When in dark settings, the pupil and iris of Woaden Ailor appears like that of a cat's in the dark, with a reflective sheen that, should they be in the shadows, allows one to only see two light orbs.

Free Spirit Racial Passive

Woaden Ailor 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 or for example a ghostly or ethereal animal. This does not apply to purely Ability-Based restraints such as magical chains.

Child of the Woods Racial Spell

Woaden Ailor can effectively climb almost instantly into a Tree of any shape or size, without risk of falling (though cannot leap between trees, and will in most cases be stuck if chased into one). Additionally, they can immediately determine how healthy or old a tree is just by looking at it, and pinpoint anything that may be harming it or causing it to suffer.

The following Abilities can only be used by those of Archan Lineage.
Bastion of Faith Racial Passive

Archan Ailor have gained Innate Abilities through their strong devotion and loyalty to their faith, gains access to the Primal Sorcery School of Union Blessings. These Abilities allow them to protect their holy sites, clergy, relics and faithful as holy warriors or paladins. Archan Ailor gain additional Constant Passives from Union Blessings, even if they do not spend Proficiency to acquire Spells.

Unbreakable Devotion Racial Passive

Archan Ailor, due to their strong connection with the establishment of the Unionist Church and its tenets, are exclusively Unionist in belief, and believe wholeheartedly in the Spirit and the Creeds. Archan Ailor cannot be swayed from their faith or be converted, and will hold onto their belief in the Spirit and the Emperor until their dying breath.

Eternal Watch Racial Passive

Archan Ailor are filled with devotion and piety while inside or within Emote Distance of holy sites, such as Unionist Churches or the Imperial Palace. While filled with devotion and piety, the Archan Ailor become immune to forced fear or despair mechanics through Abilities.

The following Abilities can only be used by those of Olean Lineage.
Practiced Pickpocket Racial Passive

Olean Ailor are 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, and only once per person per day. The failed attempt simply does not register, regardless of the Perception of the target or bystanders.

Luck of the Draw Racial Passive

The dexterity of Olean Ailor extends to card games and other sleight of hand gestures or actions, allowing them to re-roll a second time when failing a draw or game step during a card game or other similar Sleight of Hand game, seamlessly replacing the card they had picked. They can also, once per game, force a dice roll or card pull to be a successful one.

Spotless Smuggler Racial Passive

Olean Ailor, when being searched, rea 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, including guard body-searches. 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.