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| Each time a Vampire Spell or Greater Vampire Spell is used to target the Werebeast, a puff of feathers explodes from their body, and the Ability is countered. This is a Werebeast Spell (despite its automatic nature) meaning the effect can be countered itself (in which case the Vampire Spell or Greater Vampire Spell would not get countered).
| Each time a Vampire Spell or Greater Vampire Spell is used to target the Werebeast, a puff of feathers explodes from their body, and the Ability is countered. This is a Werebeast Spell (despite its automatic nature) meaning the effect can be countered itself (in which case the Vampire Spell or Greater Vampire Spell would not get countered).
|}
|}
 
===Scorrico Fusions===
{| class="wikitable"
|-
! colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Burrowing of the Scorrico
|-
| style="width: 8%;" | Crawl the World
| style="width: 8%;" | Toggle Passive
| style="width: 8%;" | Self
| The Werebeast is able to crawl on walls, ceilings, or practically any surface with their hands and feet, as long as it's not wet. Speed is about the same as walking speed.
|-
| Underworld Senses
| Constant Passive
| Self
| The Werebeast is able to sense micro vibrations in the floor they are standing on, allowing them to know the position and presence of each person in Emote Distance around them as long as they are moving. They can essentially detect invisible, hidden or illusion affected individuals as long as they move in Emote Distance. This also sees through any Rogue Proficiencies that would hide a person.
|-
| Scorrico Strength
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +0 Physical Stat, or +0 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Fortitude of the Beetle
|-
| Battle Carapace
| Werebeast Spell
| Self
| The Werebeast is able to summon a carapace armor, once a day, that grants them additional protections. While this armor is active, it blocks up to 3 Mundane attacks or Abilities that inflict damage (it does not block any additional effects besides the harm). If no attacks or Abilities land to break parts of the carapace, it remains active for 30 minutes after activation, or until fully broken down. If this Ability is Countered, it goes on a 30 minute Cooldown, but it cannot be Countered after it has been activated.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Claws of the Mantis
|-
| Predator Leap
| Wer2beast Spell
| Emote Distance
| The Werebeast can, from anywhere, in Emote Distance, leap to a target person, which automatically hits unless there is an obstacle in the way (shields do not stop this Ability, unless they are anti-pass through Abilities). Upon hitting, the target is pinned to the ground with the Werebeast on top, who will have initiative to Emote first after this Ability. This Ability has a 1 hour cooldown, but if Countered, has a 5 minute Cooldown.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Sting of the Wasp
|-
| Stingers for All
| Werebeast Spell
| Emote Distance
| The Werebeast is able to shoot a projectile stinger from their wrist that cannot pierce armor, but can pierce clothing. It does not cause bleeding, but when hit injects the subject with localized sense-toxin that causes the limb to become numb for the next hour (still movable, but become unusable in the case of for example wielding weapons), while also causing pain when hit. After shooting five successive (within the same hour), the Werebeast must wait a full hour before shooting another. Each projectile will hit if the Werebeast rolls 6 and above on a /dice 20.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#d5e8d4;" | Venom of the Scorpion
|-
| Webbing Spray
| Werebeast Spell
| Emote Distance
| The Werebeast is able to projectile spit a spray of webbing at another person or a group of people. This web causes the target, and anyone within 3 blocks of them to be rooted to the ground for a minute. This webbing can be cut away, but only by someone not affected by it, and even then it would take 30 seconds to fully remove. Once sprayed, the Werebeast cannot use this ability for 5 minutes.
|-
| Biotic Acidity
| Toggle Passive
| Self
| The Werebeast's spit and blood take on acidic properties, able to bite through organic matter within seconds, and can corrode inorganic matter after 5 minutes. The only effect it has on living flesh is leaving a painful rash however. This effect can be disabled through a Toggle Passive (because otherwise, romance roleplay would become complicated).
|}





Revision as of 22:46, 18 November 2020

Ursarr Fusions

Strength of the Ursarr
Black Steel Claws Werebeast Spell Self The Werebeast is able to extend their nails, forming black sharp claws, capable of tearing through armor up to and including chain-mail. This Ability has no cooldown, and can be enabled and disabled instantly. If the Ability is Countered, it goes on a minute cooldown. If the Werebeast has any other Ability that gives them claws or nails with a special function, this Ability gains the functions of all of those Abilities.
Ursine Hibernation Trigger Passive Self The Werebeast, while sleeping, recovers from all great wounds inflicted on them. This ability is only in use during off-time, meaning the healing effect takes place when the player is asleep. This healing effect removes all wounds bar from dismemberment (or other removed body parts) but does leave behind scars. The sleep must be for a period of 6 hours or longer for the healing to take effect at all. Being ‘knocked out’ in battle does count as being put ‘to sleep’, as does taking alchemical supplements to induce sleep.
Ursarr Strenght Constant Passive Self When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
Stalk of the Wolverine
Scattering Claws Werebeast Spell Self The Werebeast is able to extend their nails, forming black sharp claws, capable of effortless climbing up vertical surfaces. This Ability has no cooldown, and can be enabled and disabled instantly. If the Ability is Countered, it goes on a minute cooldown. If the Werebeast has any other Ability that gives them claws or nails with a special function, this Ability gains the functions of all of those Abilities.
Bunkering of the Cave Bear
Skull Thickening Constant Passive Self The Werebeast is resistant to any and all Abilities that would stun or daze the Werebeast into being unable to act. These Abilities are simply shrugged off.
Growl of the Grizzly
Mauling Brawl Werebeast Spell Direct Touch Once per day, an Ursarr is able to use a single melee attack that ignores any and all shield Abilities, deflect Abilities or anti-mundane-melee deflection or immunity mechanics. The Ability part of this attack only rendered the defence mechanic null and void, the attack is mundane, and can still miss if the roleplay situation would cause it to.
Solitude of the Polar Bear
Winter Embrace Constant Passive Self The Werebeast has complete immunity to cold, cold damage, Ice or Cold based Sorcery Spells or Magic Spells, ice effects, ice-based constrictions, or other cold-based damage effects. Furthermore, the Werebeast is not slowed down by any thickness of snow, no matter what form they are in, or how deep the snow is.
Solitary Hunter Constant Passive Self The Werebeast’s mentality shifts, and they gain a solitary attitude, a dislike for any and all other Werebeasts (often even their own children). At most, they might tolerate a single Raprann to closely work with, resenting any other form of attachment. Additionally, while fighting completely alone against at least two (or more) enemies, the Werebeast gains +2 Physical Stat (that can break the Physical Stat Limit) for each opponent they are fighting. This can stack with all other Physical Stat boosts, but cancels out as soon as someone aids them in a fight either through Mundane or Magical means, and can never exceed more than +10 Physical Stat derived from 5 combatants. Additionally, for each opponent, their size increases by half a foot, while their musculature also increases in size. These effects are however purely aesthetic and do not actually make the Werebeast more powerful.

Uthurenn Fusions

Loyalty of the Uthurenn
Loyal Empathy Werebeast Spell Direct Touch The Werebeast is able to sense the emotions of a person by touching them, which is an ability that cannot be turned off, sometimes resulting in sensory confusion. This cannot be used to tell a lie, but does give an accurate reading on the emotional state of whoever they share physical contact with. This ability is powerful enough to allow the Werebeast to sense their emotional pain, and even make them able to absorb a part of it, reducing the suffering of the other person.
Howling Call Werebeast Spell Infinite The Werebeast is able to produce a wolf-like howl that can be heard all over Regalia (even in the sewers) that notifies all other Uthurenn Werebeasts of their exact location. This Ability can be used once every hour.
Uthurenn Strength Constant Passive Self When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
Prowl of the Fox
Shadow Prowl Constant Passive Self The Werebeast gains +5 Proficiency in Stealth Rogue. This cannot break the Proficiency limit. If the Werebeast is already at 10 Stealth Rogue, they instead gain an additional re-positioning saving grace (the same that is applied to 10 Stealth Rogue), so that they may reposition twice instead of once.
Lovingness of the Dog
Bonding Link Werbeast Spell Emote Distance The Werebeast is able to produce a mental link between themselves and another person, producing a red mist-like tether between themselves and their target. Any wounds inflicted on the target by third parties is automatically transferred to the Werebeast. This Ability has no Cooldown, but if Countered, goes on a 5 minute cooldown.
Howl of the Hyena
Bound Tracking Werebeast Spell Self The Werebeast can track a person anywhere within 1 hour of having tasted their blood, or drained their Soul Essence. The Werebeast must consume the blood either freshly from the person, or within 15 minutes of it being shed for this ability to function. This tags the target as Tracked for the duration of the Ability.
Violence of the Sabrewolf
Teeth of Steel Werebeast Spell Self The Werebeast can enchant their teeth, causing them to be indestructible, and if clenched down on something, can bite through metal to the strength of chain armor and even break swords (though not bars or beams). Enchanting or removing the enchant is instant, and has no cooldown. If the Ability is Countered, it is put on a 10 minute Cooldown.
Enduring Hunt Constant Passive Self The Werebeast does not have any fatigue loss, meaning they can continue to train, fight and run for as long as they please. This also prevents any forced fatigue or tiredness mechanics caused by other spells or abilities, and also protects against forced-sleep mechanics.

Raprann Fusions

Wisdom of the Raprann
Long Aging Constant Passive Self The Werebeast's aging slows down by a factor of 4, meaning each year is the equivalent of a quarter year lived. Characters beyond the age of 150 still require a Special Permission.
Long Draining Constant Passive Self The Werebeast can Soul Drain from a distance, up to Emote Distance, applying all effects as if the target was held by Direct Touch. Additionally, if another Werebeast Soul Drains in Emote Distance of them, this Werebeast gains satisfaction also.
Raprann Strength Constant Passive Self When in Beastmode Shift, the Werebeast gains +0 Physical Stat, or -5 while in Halfbeast Shift, and -10 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
Dive of the Eagle
Flock Shift Werebeast Spell Self The Werebeast does not have a traditional Beastmode Shift anymore, but can use this Ability, turning into a flock of several Birds of Prey (which must remain together loosely). While in this form, the Werebeast is able to flock a person, while at the same time Soul Draining them as these hawks peck at the Soul Essence of the target. While swarmed by this flock, the Victim can no longer use any Abilities, or attack anyone, or communicate with anyone due to the loud bird screeching, but can still move. Attacking the victim will attack the Werebeast instead, forcing them away. The Hawks cannot actually damage or attack the person physically. After being knocked off a person three times, the Ability is cancelled, and forcibly goes on a 5 minute Cooldown.
Sharpsight of the Hawk
Glass Gaze Werbeast Spell Self The Werebeast can enchant their eyes to see through Target Illusions and Object Illusions. While the effect is active however, their eyes become solid silver, shining with incredible brightness. The Ability must be activated in emote, but remains active for the duration of 1 hour and has no cooldown. If it is Countered, it instead goes on a 5 minute cooldown.
Poise of the Heron
Compassionate Magi Constant Passive Self With this Mutation, the Werebeast is able to exchange existing Proficiency Points for up to 4 Sorcery Levels of the Lightness, Nature, or Elemental School, or utilize Sorcery Levels of these Schools that they already have. The Raprann can also become an Acolyte, but all Sorcery Spells also double as Werebeast Spells. Being cured does not bring back the Proficiency points, but keeps the Levels. With this Mutation, a Raprann Werebeast can also be a Mage. It is possible for a Mage to willingly become a Raprann Werebeast with this Mutation already unlocked through the Exist Raprann Ritual, however this is irreversible, and the Mage can no longer be cured.
Song of the Glorybird
Eagle’s Call Werebeast Spell Emote Distance The Werebeast can target themselves or another person, and call down a Falcon, Hawk, or Eagle to act as their familiar once every five minutes. When this Bird is called down, it can intercept any single Ability or single Mundane attack on a person, completely nullifying its effects. After nullifying the effects, the Bird disappears.
Sanguine Featherlight Werebeast Spell Emote Distance Each time a Vampire Spell or Greater Vampire Spell is used to target the Werebeast, a puff of feathers explodes from their body, and the Ability is countered. This is a Werebeast Spell (despite its automatic nature) meaning the effect can be countered itself (in which case the Vampire Spell or Greater Vampire Spell would not get countered).

Scorrico Fusions

Burrowing of the Scorrico
Crawl the World Toggle Passive Self The Werebeast is able to crawl on walls, ceilings, or practically any surface with their hands and feet, as long as it's not wet. Speed is about the same as walking speed.
Underworld Senses Constant Passive Self The Werebeast is able to sense micro vibrations in the floor they are standing on, allowing them to know the position and presence of each person in Emote Distance around them as long as they are moving. They can essentially detect invisible, hidden or illusion affected individuals as long as they move in Emote Distance. This also sees through any Rogue Proficiencies that would hide a person.
Scorrico Strength Constant Passive Self When in Beastmode Shift, the Werebeast gains +0 Physical Stat, or +0 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
Fortitude of the Beetle
Battle Carapace Werebeast Spell Self The Werebeast is able to summon a carapace armor, once a day, that grants them additional protections. While this armor is active, it blocks up to 3 Mundane attacks or Abilities that inflict damage (it does not block any additional effects besides the harm). If no attacks or Abilities land to break parts of the carapace, it remains active for 30 minutes after activation, or until fully broken down. If this Ability is Countered, it goes on a 30 minute Cooldown, but it cannot be Countered after it has been activated.
Claws of the Mantis
Predator Leap Wer2beast Spell Emote Distance The Werebeast can, from anywhere, in Emote Distance, leap to a target person, which automatically hits unless there is an obstacle in the way (shields do not stop this Ability, unless they are anti-pass through Abilities). Upon hitting, the target is pinned to the ground with the Werebeast on top, who will have initiative to Emote first after this Ability. This Ability has a 1 hour cooldown, but if Countered, has a 5 minute Cooldown.
Sting of the Wasp
Stingers for All Werebeast Spell Emote Distance The Werebeast is able to shoot a projectile stinger from their wrist that cannot pierce armor, but can pierce clothing. It does not cause bleeding, but when hit injects the subject with localized sense-toxin that causes the limb to become numb for the next hour (still movable, but become unusable in the case of for example wielding weapons), while also causing pain when hit. After shooting five successive (within the same hour), the Werebeast must wait a full hour before shooting another. Each projectile will hit if the Werebeast rolls 6 and above on a /dice 20.
Venom of the Scorpion
Webbing Spray Werebeast Spell Emote Distance The Werebeast is able to projectile spit a spray of webbing at another person or a group of people. This web causes the target, and anyone within 3 blocks of them to be rooted to the ground for a minute. This webbing can be cut away, but only by someone not affected by it, and even then it would take 30 seconds to fully remove. Once sprayed, the Werebeast cannot use this ability for 5 minutes.
Biotic Acidity Toggle Passive Self The Werebeast's spit and blood take on acidic properties, able to bite through organic matter within seconds, and can corrode inorganic matter after 5 minutes. The only effect it has on living flesh is leaving a painful rash however. This effect can be disabled through a Toggle Passive (because otherwise, romance roleplay would become complicated).




Ability Type Range Base Kit (All Werebeasts have these Abilities)
Soul Drain Werebeast Spell Direct Touch The Werebeast hungers for Soul Essence, needing to feed on a regular basis to remain in control of their sanity and not turn into a feral beast. Feeding can be done on any non-Vampire or non-Werebeast, with Primal Mages and Primal Lineage targets being especially juicy and tasty for the Werebeast. Soul Drain is activated by Direct Touch. If a Werebeast and their target are alone, Soul Drain also paralyzes the target, making them unable to escape or move, but still aware of what is happening around them. If other non-Werebeasts are within Emote Distance, this paralyzing effect does not occur, and the target can wrestle themselves free. Draining takes about 5 minutes, and if completed, leaves the target exhausted for 5 minutes after the Soul Drain completed. Soul Drain can be used in Normal Shift, Halfbeast Shift, and Beastmode Shift. If a Werebeast is denied Soul Essence for more than a week, they are locked into Beastmode and become feral, unable to respond to communication, until they have Soul Drained anyone, after which they turn back.
Normal Shift Constant Passive Self Normal Shift is the default state of the Werebeast. While in Normal Shift, the Werebeast can use all Werebeast Abilities from their Fusions, but looks entirely normal otherwise. It however does not apply any Physical Stat bonuses gained from the Fusions
Halfbeast Shift Beast Shift Self Halfbeast Shift allows the Werebeast to apply some animalistic features to their appearance, but it does not wholly make them unrecognizable as Beastmode does. For example, they might have tufts of hair on their face, larger canine teeth, hair or scales on their forearms, or feathers on their back. Their face should still be roughly recognizable as their Normal Shift, but can also have a flattened and widened nose, etc. Additionally, their eyes become bright silver with a light blue glow. It however only applies half the Physical Stat bonuses gained from the Fusions. This Beast Shift can be maintained indefinitely, and transforming is instant
Beastmode Shift Beast Shift Self Beastmode Shift allows the Werebeast to apply their entire animalistic appearance from all Fusions. This means their skin will be replaced with fur/scales/feathers/carapace, their head changes to that of an animal. The shape remains humanoid, that is to say, an Ursarr does not turn into a bear, but their skin and head appears like that of a bear, making them appear like one, and they become entirely unrecognizable. Additionally, their eyes become bright silver with a light blue glow. It applies the full Physical Stat bonuses gained from the Fusions. This Beast Shift can be maintained indefinitely, and transforming is instant