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===Shilôt Bloodline===
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Shilôt Vampires hail from the wine-producing lands of Vixhall and Ithania, melding well with high society there, but particularly honing their crafts through drinks and partying to disguise them being a Vampire and create an army of thirsty cattle that come to them.
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! Standard Ability
! style="text-align: center; font-weight:bold; background-color:#cfa6e3; width: 10%;"   | Choice Mutation Name
! Ability Category
! style="text-align: center; font-weight:bold; background-color:#cfa6e3; width: 8%;"  | Ability Category
! Range
! style="text-align: center; font-weight:bold; background-color:#cfa6e3; width: 8%;"  | Range
! Description (Standard Mutations are free but Mandatory, All Cratos Vampires have them, and they can use these Abilities while in their non-Vampiric Form and Vampiric Form (Tech Form))
! style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Description
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| Vinteaar Providing
| Blood Collaring
| Vampire Spell
| Target Curse
| Emote Distance
| The Vampire can summon succulent foods and drinks, but must sacrifice something to make it in matter. For example mud can be used to create a medium rare steak perfectly seared. The food remains food throughout ingestion, but the Vampire can turn it back to its original substance with the flick of a hand (not allowed to be made out of harmful materials or excessively large materials). If the Vampire does not change the material back, it remains perfect in the way it was made however, and tastes delicious. A Character with 10+ Culinary Arts can smell/feel/taste/see that there is something off about the food, and upon closer inspection, identify that this food isn't natural.
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| Vinteaar Partying
| Toggle Passive
| Event Venue
| This ability only activates in a Server-Announced Event setting (player hosted or Staff hosted, but it must be announced by Staff/be on the Calendar). The Shilôt is able to activate their Vinteaar Partying, which disguises the Vampiric features (red/wispy blue eyes, bloodshot gaze, sickly skin, black nails) of all Vampires at an event (including themselves), alongside making them undetectable to Aberration or Vampire Detection Mechanisms, in the same manner as the Alais. This Ability is active for as long as the Shilôt is at the event, and up to 5 minutes after an event officially concludes. This gives all vampires socializing discretely at an event the time to depart before the ability drops. It does not, however, mask the use of Vampire Spells.
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| Vinteaar Stasis
| Toggle Passive
| Self
| The Vampire can crystallize in form as if hardened wine, turning into a dark red wine and then hardening. This crystalline form can be upheld for years, does not cause the Vampire to age, or take harm from anything. After 1 hour, the substance turns gray and stone-like, essentially disguising the Vampire as a statue. The Vampire remains aware of the passage of time, but not so sentient aware that they would be bored out of their mind. The Vampire does not gain Proficiency Points while in this statue form. Characters that have survived beyond 150 years this way still require an Ancient Character Special Permission.
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| Vinteaar Mist
| Vampire Spell
| Emote Distance
| Emote Distance
| The Vampire can throw one of their drinks onto the floor, causing it to explode into a dusty and barely visible mist. This mist appears like the mirage of heat haze rising from a surface during a warm sunny day, meaning it does not obscure vision or cause anyone to experience negative effects while standing inside of it, except for the strong odor of liquor or wine, but will remain somewhat visible to allow others to see how far it extends in any direction. This mist remains for 10 seconds, during which the Vampire remains invisible inside the mist, unless they attack someone. Should they exit the mist and attempt to escape, they will become visible, and immediately remove the mist.
| The Vampire can Target either a willing or restrained person to attach a Blood-Collar to their neck, colored in crimson blood yet solid and shaped like brambles with thorns. While the Vampire is in Emote Distance, any command issued must be followed, else the collar will dig its spikes into the neck and cause bleeding. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Blood Collared individuals cannot be infected wiht Vampirism, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Any Vampire can only have one person Collared at any time.
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| Vinteaar Elegance
| Immortal Aging
| Constant Passive
| Constant Passive
| Self
| Self
| Victims feel no pain while being fed on, and even become unaware that they are being fed on, forgetting that a moment ago the Vampire sank teeth into them. They will only become vaguely aware that some interaction happened between the Vampire and them, but are unable to remember precisely what.
| The Vampire does not age from the moment of infection. Their aging ceases visually, and they can sustain themselves beyond their natural undeath. This is not true undeath, but a state of suspended unlife. If a Vampire is cured when they have lived a number of years as a Vampire, they will proceed to age rapidly over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were when cured. If they cannot be re-infected before the end of the 2 week period, the aging is permanent, and re-infection causes the character to freeze at the new age. If a character has aged far beyond their natural lifespan, if they are not re-infected before the end of the 2 week period, they will die. (It is not allowed to perma-imprison a character to prevent infection to their death during these two weeks) Vampires require an Backstory Special Permission in order to be older than 100 years old. Vampires who are turned in active roleplay can be older than 100 years without a Backstory Special Permission (Though in all cases, a character older than 150 requires a Backstory Special Permission)
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| Vinteaar Lingua
| Cratic Perseverance
| Constant Passive
| Trigger Passive
| Self
| A Vampire with this trait is able to understand any spoken non-Ancient and non-Forgotten language, and read any such language from written form, while understanding it in their native tongue. They can however not speak any of it back to the source.
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| Vinteaar Thickening
| Constant Passive
| Self
| Self
| The Vampire can add a few drops of their own blood to any drink, turning said drink addictive. The persons drinking the drink will be unaware why it is addictive, but feel an intense urge to drink more of it, and have withdrawal symptoms if they are denied any which can last up to three days, while feeling minor withdrawal when they haven't consumed any for some time. Any Ability that removes curses can remove this effect.
| The Vampire is able to resist Curing and the Curing process by faking the resolution, though this is by choice, as the Vampire can also choose not to specifically trigger this protection, and allow themselves to be cured if that is strategically wise. While this Trigger is active (upon the beginning of Curing), the whole Curing process completes “like normal”, for the dormant infection to return to the Vampire at any point by their will. (There is no OOC obligation to inform the Curing people of this Ability being used, or not used).
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| Vinteaar Drawling
| Cratic Tech-halt
| Vampire Spell
| Vampire Spell
| 5 Block Distance
| The Vampire can hold up their hand to their face, and blow from the top of their hand in the direction of a person, producing a misting of wine in their direction. When hit, their target becomes incredibly drunk for several minutes. This effect cannot stack and wears off like normal drunken-ness. If anyone was mid-charge at the Vampire and this Spell was used, the charge is immediately stopped. Anyone who's breathing is filtered, stopped or protected, will not be affected.
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| Vinteaar Addicting
| Target Curse
| Emote Distance
| Emote Distance
| The Vampire can give another Vampire a specific blood addiction (to a person the Shilôt thought of) by cursing them with a verbal curse within Emote Distance. This Vampire will become addicted to the blood of that specific person, and hunt and find satisfaction from drinking that specific person alone. This effect lasts for a week.
| The Vampire can target any one piece of technology in their Emote Distance, whether Machine, Clockwork, Puretek, or other (but not Living Metal) and cause it to continually malfunction upon use. This acts like a Linked Channel, meaning the effect is indefinite for as long as the targeted item is within Emote Distance. The target can be switched to another item, but as long as the previous item is still in Emote Distance, it cannot be switched back.
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| Vinteaar Draughting
| Cratic Consumption
| Target Curse
| Vampire Spell
| Self
| Touch
| The Vampire can Curse another (non-Vampire) person if they have any of their blood (a fresh and sizeable amount, not just a dried splatter on the wall). In a ritual, expending the blood, the person can be given a Satisfaction Curse. The effects of this Curse cause any food and drinks to taste like ash and putrid liquid, while any activities that would normally give the person joy and feelings of accomplishment suddenly no longer provide happiness. This Curse lasts for a total of a week, and cannot be applied to the same target within a three month period, even by other Shilôt Vampires.
| The Vampire, when sinking their teeth into the neck of their victim causes a partial paralysis that makes it impossible for the victim to struggle out of their grip or fight back, but still aware enough to know what is happening, be able to see, hear, and speak. The Vampire can consume as much blood as they want, but can drink no longer than 10 minutes which is their upper fill. Upon releasing their teeth from the victim’s neck, the effect is instantly cancelled, but the victim is too weak to immediately turn back and fight for at least half a minute.
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| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Blood Mutation Name
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Ability Category
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Range
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Description (Blood Mutations are free but mandatory, meaning all Shilôt Vampires have them, and they do not cost any Mutation slots)
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| Shilôt Body
| Constant Passive
| Self
| The Vampire's new Physical Stat Limit is 35, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
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| Shilôt Functioning
| Constant Passive
| Self
| The Vampire is able to consume food and drinks like normal, and will pass these like normal. Shilôt Vampires are capable of producing both broods and normal children, allowing them a choice during mating. All of their children become either Vampire Broods or normal children.
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| Shilôt Appearance
| Tech Body
| Constant Passive
| Constant Passive
| Self
| Self
| The Vampire's eyes turn Red only when they are actively feeding from a victim, and their teeth extend only shortly before feeding. Their skin lightens a bit, while their eye sockets are somewhat reddened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
| * The Vampire’s new Physical Stat is 40, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.<br />* The Vampire is able to consume food and drinks, however these never give them any sustenance. Alcohol can still be enjoyed though.<br />* The Vampire is able to reproduce with both Vampires and non-Vampires, creating Cratos Vampire Broods.<br />* The Vampire does not have red eyes, but has darkened eye sockets and somewhat reddened skin around their eyes. <br />* The Vampire’s Vampire teeth appear at all times, but are only noticeable when they open their mouths wide.
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| Shilôt Empowerment
| Tech Power
| Constant Passive
| Constant Passive
| Self
| Self
| The Vampire, in a hosting or drink-serving RP scenario (e.g. tending an IC bar, offering drinks at an IC event) lose all of their Vampiric features and cannot be detected by any Detection Mechanisms. This cloaking lasts for 5 minutes following the end of the RP scenario, giving the Shilôt enough time to depart the scenario without arousing suspicion.
| Any of the Vampire’s lost body parts (including eyes, limbs, organs) are re-formed with metals, gears and steam ducts, but only while the Vampirism Infection is active. If the Vampire is cured, all this mechanical tech rots away, and they are left crippled (and if too much of their body was replaced to remain functional, then they die).
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| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Group Mutation Name
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Ability Category
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Range
| style="text-align: center; font-weight:bold; background-color:#cfa6e3;" | Description (Group Mutations are free but mandatory, meaning all Shilôt Vampires have them, and they do not cost any Mutation slots)
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| Witching Brew
| Tech Form
| Vampire Spell
| Mythic Shift
| Emote Distance
| While at least two Shilôt Vampires are present, they are able to use a cauldron to produce a wine-pleasure-bomb. They commence this process by brewing the wine in the cauldron, after which both make hand gestures over the pot. The pot's contents then rapidly steam out of the cauldron, producing a purple wine-mist that lasts for several seconds and fills an entire room or Event Venue or Emote Distance, causing anyone inside of it to feel euphoric and extremely satisfied, and liable to lapse in judgement. Anyone who's breathing is filtered, stopped or protected, will not be affected.
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| Witching Vineyard
| Vampire Spell
| Self
| Self
| While at least two Shilôt Vampires are present and lock hands together while spreading their arms, they will become hexed to appear like a grape-tree. Any additional Shilôt holding hands will also turn into a grape-tree illusion. This illusion is upheld as long as the Vampires do not move, and can be seen through by any Ability that grants Target Illusion immunity.
| In order to use any of their Form Mutations, the Vampire must activate their Tech Form, which is a Mythic Shift that turns them into a so-called Vampiric Form. Vampiric Forms are alternate appearance versions of the Vampire’s normal form that give creative liberty to the player in terms of design, with some noted limitations. All Vampiric Forms (per bloodline) have some basic rules so that a Bloodline can easily be read from their appearance, however beyond that, many different aesthetic aspects can be modified at will. It is required to produce a “Vampiric Form” section on the Character Application, detailing in a Paragraph what your character’s Vampiric Form looks like. Having a separate skin for Vampiric Form is not required, strongly recommended for immersion. The following rules apply to the Tech Form for this Bloodline:<br />* Tech Form Vampires don’t have hair or a humanoid skull, instead having a cybernetic/robot like head with glowing red eyes.<br />* Tech Form Vampires must have at least half of their body still humanoid flesh. They cannot be completely robotic.<br />* Tech Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.<br />* Tech Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.<br />* Tech Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.<br />* Tech Form Vampires may be designed to be not-recognizable or recognisable, that is up to the player. They may look completely different in Vampire Form.<br />* Tech Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.<br />*In order to use Tech Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.
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Revision as of 07:41, 7 July 2020

Standard Ability Ability Category Range Description (Standard Mutations are free but Mandatory, All Cratos Vampires have them, and they can use these Abilities while in their non-Vampiric Form and Vampiric Form (Tech Form))
Blood Collaring Target Curse Emote Distance The Vampire can Target either a willing or restrained person to attach a Blood-Collar to their neck, colored in crimson blood yet solid and shaped like brambles with thorns. While the Vampire is in Emote Distance, any command issued must be followed, else the collar will dig its spikes into the neck and cause bleeding. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Blood Collared individuals cannot be infected wiht Vampirism, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Any Vampire can only have one person Collared at any time.
Immortal Aging Constant Passive Self The Vampire does not age from the moment of infection. Their aging ceases visually, and they can sustain themselves beyond their natural undeath. This is not true undeath, but a state of suspended unlife. If a Vampire is cured when they have lived a number of years as a Vampire, they will proceed to age rapidly over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were when cured. If they cannot be re-infected before the end of the 2 week period, the aging is permanent, and re-infection causes the character to freeze at the new age. If a character has aged far beyond their natural lifespan, if they are not re-infected before the end of the 2 week period, they will die. (It is not allowed to perma-imprison a character to prevent infection to their death during these two weeks) Vampires require an Backstory Special Permission in order to be older than 100 years old. Vampires who are turned in active roleplay can be older than 100 years without a Backstory Special Permission (Though in all cases, a character older than 150 requires a Backstory Special Permission)
Cratic Perseverance Trigger Passive Self The Vampire is able to resist Curing and the Curing process by faking the resolution, though this is by choice, as the Vampire can also choose not to specifically trigger this protection, and allow themselves to be cured if that is strategically wise. While this Trigger is active (upon the beginning of Curing), the whole Curing process completes “like normal”, for the dormant infection to return to the Vampire at any point by their will. (There is no OOC obligation to inform the Curing people of this Ability being used, or not used).
Cratic Tech-halt Vampire Spell Emote Distance The Vampire can target any one piece of technology in their Emote Distance, whether Machine, Clockwork, Puretek, or other (but not Living Metal) and cause it to continually malfunction upon use. This acts like a Linked Channel, meaning the effect is indefinite for as long as the targeted item is within Emote Distance. The target can be switched to another item, but as long as the previous item is still in Emote Distance, it cannot be switched back.
Cratic Consumption Vampire Spell Touch The Vampire, when sinking their teeth into the neck of their victim causes a partial paralysis that makes it impossible for the victim to struggle out of their grip or fight back, but still aware enough to know what is happening, be able to see, hear, and speak. The Vampire can consume as much blood as they want, but can drink no longer than 10 minutes which is their upper fill. Upon releasing their teeth from the victim’s neck, the effect is instantly cancelled, but the victim is too weak to immediately turn back and fight for at least half a minute.
Tech Body Constant Passive Self * The Vampire’s new Physical Stat is 40, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
* The Vampire is able to consume food and drinks, however these never give them any sustenance. Alcohol can still be enjoyed though.
* The Vampire is able to reproduce with both Vampires and non-Vampires, creating Cratos Vampire Broods.
* The Vampire does not have red eyes, but has darkened eye sockets and somewhat reddened skin around their eyes.
* The Vampire’s Vampire teeth appear at all times, but are only noticeable when they open their mouths wide.
Tech Power Constant Passive Self Any of the Vampire’s lost body parts (including eyes, limbs, organs) are re-formed with metals, gears and steam ducts, but only while the Vampirism Infection is active. If the Vampire is cured, all this mechanical tech rots away, and they are left crippled (and if too much of their body was replaced to remain functional, then they die).
Tech Form Mythic Shift Self In order to use any of their Form Mutations, the Vampire must activate their Tech Form, which is a Mythic Shift that turns them into a so-called Vampiric Form. Vampiric Forms are alternate appearance versions of the Vampire’s normal form that give creative liberty to the player in terms of design, with some noted limitations. All Vampiric Forms (per bloodline) have some basic rules so that a Bloodline can easily be read from their appearance, however beyond that, many different aesthetic aspects can be modified at will. It is required to produce a “Vampiric Form” section on the Character Application, detailing in a Paragraph what your character’s Vampiric Form looks like. Having a separate skin for Vampiric Form is not required, strongly recommended for immersion. The following rules apply to the Tech Form for this Bloodline:
* Tech Form Vampires don’t have hair or a humanoid skull, instead having a cybernetic/robot like head with glowing red eyes.
* Tech Form Vampires must have at least half of their body still humanoid flesh. They cannot be completely robotic.
* Tech Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.
* Tech Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.
* Tech Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.
* Tech Form Vampires may be designed to be not-recognizable or recognisable, that is up to the player. They may look completely different in Vampire Form.
* Tech Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.
*In order to use Tech Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.