Test: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
==Heavy Bow Combat==
Heavy Bow Combat covers the usage of light bows such as Anglian Heavy Bows and other Longbows. These weapons have to be fired from a stationary position and provide very little mobility, though allow the user some close-range defense. Each Mundane Ability must be bought with increasing Proficiency costs, 4 Proficiency per Mundane Ability (all 5 costing 20 in total). Mundane Abilities are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note, Mundane Abilities of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#9b9b9b;"
! Points Invested
! Ability
! Name
! Type
! Type
! Range
! Range
! Description
! Description
|-
|-
| 4 Points
| colspan="4" style="text-align:center; font-weight:bold; background-color:#ffccc9;" | The following Abilities can be used by all Asha, including Feka Asha.
| Heavy Shot
| Mundane Ability
| Emote Distance
| Heavy Shot is the default Arrow attack for a Heavy Bow Combat user. This simply involves shooting a Heavy Bow at a target that is not behind cover. Each shot has a 1 minute cooldown and if hit, creates the equivalent of a deep gash like a sword hit would, or a piercing wound in case the enemy is wearing armor. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.  
|-
|-
| 8 Points
| style="background-color:#ffccc9;" | Asha Primality
| Knocking Shot
| Racial Passive
| Mundane Ability
| Self
| Emote Distance
| Asha are unable to learn Sorcery and Magic, but can learn Ritualism. Additionally, Asha tails are prehensile, thus able to be used in Combat Roleplay, as well as holding items or people. That being said, Asha tails have about the strength of half an arm, meaning that all actions derive 50% of the Proficiency Points or the Physical Stat of the Asha, when using the tail.
| The Archer shoots a heavy pound arrow, an arrow with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the Archer, or until they hit a solid object, which then causes blunt damage but does not Stun them. This ability has a 3 minute cooldown. This Ability is a guaranteed hit.
|-
|-
| 12 Points
| style="background-color:#ffccc9;" | Asha Claws
| Marking Shot
| Racial Passive
| Mundane Ability
| Self
| Emote Distance
| Asha Claws are among some of the sharpest things known to Aloria even for the meekest of Nefer, capable of causing deep cuts. Asha claws ignore any type of armor that is not plate-tier, and can tear up even chainmail and cured leather. That being said, while using a weapon, Asha cannot use their claws, as their hands must be free in order for them to extend their claws from their retractable state.
| The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
|-
|-
| 16 Points
| style="background-color:#ffccc9;" | Asha Agility
| Bow Slam
| Racial Passive
| Mundane Ability
| Self
| 3 Blocks
| When it comes to measuring speed, particularly running speed, Asha always outclass any other race, even while using Living Metal as armor. If it ever concerns a running competition, or a chase, an Asha will always run faster than anything else chasing it, unless this creature or person specifically has a mutation or Ability making it “as fast as a Varran”.
| Bow Slam allows the Archer to slash their heavy bow in a semi circle in front of them (a 180 degree angle) followed by a ground slam. Anyone within 3 blocks of the Archer’s front is knocked back 5 blocks and falls over, but receives no damage. This Ability has a 5 minute cooldown, and can only be used if at least 1 person is within 3 Blocks Range.
|-
|-
| 20 Points
| style="background-color:#ffccc9;" | Living Metal Source
| Power Shot
| Racial Passive
| Mundane Passive
| Self
| Announce Emote
| All Asha no matter how old or strong have a quantity of Living Metal that is naturally produced by their body. It is, in its inert state, about the size of a fist, and is usually suspended around the Asha’s neck as a necklace, on the tail like tail decoration, or on the forearm as a decorative bracelet. Living Metal can have any color, as long as it looks metallic, and has a single color. Living Metal is always smooth (thus not having any jagged edges or rivets or bolts), but has a wavy pattern, similar to folded steel that shows some reflective difference. Living Metal cannot be stolen, and can turn into a liquid form at the will of the Asha. In its natural state however, Living Metal is inert and serves no function, unless a Stance is used such as the Stances below. Without any Stance active, Living Metal is purely decorative, like jewelry or clothing.
| The Archer kneels, producing a heavy power shot. This Ability requires both calculating and concentration to pull and deliver on mark, thus requiring a full minute to remain stationary and charge. When the charge is complete, the Archer may release at the target, as long as the target is not behind cover. If they are, the Archer may hold this position however long until they leave cover, or until they get knocked over. If the Archer is interrupted, charge will have to re-commence. This arrow is guaranteed to hit. The Archer must do a “/dice 1 5”, where 1 means the left arm, 2 means the right arm, 3 means the left leg, 4 means the right leg, and 5 means the face. Whatever part of the body this arrow hits, is paralyzed for 1 hour, and if the face is hit, the player must use “/trait add Blindness” for 1 hour that can only be removed by Mundane or Ability Healing. This Ability does not cause maims. This Ability has a 24 hour cooldown.
|}
==Light Bow Combat==
Light Bow Combat covers the usage of light bows such as recurve bows, hunting bows and other cavalry bows. These weapons can be fired while on the move, and provide ample mobility, but leave a user very weak to close-range attacks. Each Technique (Ability) must be bought with increasing Proficiency costs, 4 Proficiency per Technique. Techniques are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note, Mundane Abilities of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Points Invested
! Name
! Type
! Range
! Description
|-
|-
| 4 Points
| style="background-color:#ffccc9;" | Living Metal Body
| Light Shot
| Racial Passive
| Mundane Ability
| Direct Touch
| Emote Distance
| Any body parts lost by the Asha, with the exception of their tail, is automatically replaced after a week by Living Metal, unless they choose not to replace that body part. This decision can be re-made at any time after the limb is lost. Any replaced limbs made out of Living Metal will mimic body flesh in every sense, giving no additional sturdiness against weapons, having the same sensations, and being warm to the touch, yet metallic in appearance.
| Light Shot is the default Arrow attack for a Light Bow Combat user. This simply involves shooting a Light Bow at a target that is not behind cover. Each shot has a 30 second cooldown and if hit, creates the equivalent of a slight cut like a dagger slash would, or a puncture wound in case the enemy is wearing armor. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land.  
|-
|-
| 8 Points
| style="background-color:#ffccc9;" | Living Metal Stance: Strike
| Evading Dash
| Racial Spell
| Mundane Ability
| Self
| Emote Distance
| The Asha turns their Living Metal into a weapon of choice, or two smaller weapons of choice. The weapon can be handed off to others, but only one can be produced, and it can be “melted” and returned to the Asha from Emote Distance. Only one Living Metal Stance can be active at any time, this Stance must be removed before another can be used.
| The Archer uses a quick Evading Dash in any direction to reposition within Emote Distance, as long as they can see their intended location and get there in one linear direction without walking into obstacles (such as walls too tall to climb). If obstacles are reasonably climbable for the Archer, this climbing is also included in the dash. While dashing, the Archer is untargetable, and the dash is complete in a matter of seconds. This Ability has a 3 minute cooldown. This Ability cannot be used during a Stun/Disable/Root.
|-
|-
| 12 Points
| style="background-color:#ffccc9;" | Living Metal Stance: Protect
| Marking Shot
| Racial Spell
| Mundane Ability
| Self
| Emote Distance
| The Asha turns their Living Metal into plate-like metal armor for themselves covering one of the following parts: Legs, Torso+Waist, Arms or Head+Neck (only one can be chosen). This Ability takes several seconds to form, so it cannot be quickly summoned to stop an attack. Only one Living Metal Stance can be active at any time, this Stance must be removed before another can be used.
| The Archer shoots a Seraphalo Marking Shot, an arrow with a particularly useful luminescent feather. This arrow always hits (unless there is an obstacle between the Archer and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Ability used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Ability has a 5 minute cooldown. This Ability is a guaranteed hit.
|-
|-
| 16 Points
| style="background-color:#ffccc9;" | Living Metal Stance: Sustain
| Pinning Flurry
| Racial Spell
| Mundane Ability
| Self
| Emote Distance
| The Asha turns their Living Metal into a substitute for wound treatment, but only on themselves. This allows them to cover up either up to 5 cuts and bruises, or one deep gash or internal wound. This both negates the wound, and removes the pain, and can prevent a lethal attack from killing the Asha. Removing the Living Metal returns the wound to its previous state. Living Metal does not heal, it is a stop-gap measure until a healer can be found. Only one Living Metal Stance can be active at any time, this Stance must be removed before another can be used.
| The Archer unleashes a flurry of light shots aimed to pin down the enemy from being able to move, regardless of what armor they are wearing, or whether they are hiding behind an obstacle (with the exception of Ability Shields). This Mundane Ability works like a Channel Ability, meaning it can be upheld for as long as the Archer is not attacked or knocked over, though can at most be performed for up to 5 minutes before they run out of arrows. This Ability never does any damage or cause any knockback, the target is able to do things in their pinned down position (including use Abilities), but simply cannot move from the very point that the Ability started being used from. The Archer can move around at a walking pace, but can only ever target one person, and cannot switch targets, and cannot use other Abilities or attacks during it. This Ability has a 30 second cooldown as long as the full 5 minutes was never reached, if it was, this Ability goes on a 2 hour cooldown. The moment the Ability channel is interrupted, the target can move. This Ability is a guaranteed hit once commenced.
|-
|-
| 20 Points
| style="background-color:#ffccc9;" | Living Metal Stance: Utility
| Power Shot
| Racial Spell
| Mundane Passive
| Emote Distance
| The Archer shoots 8 arrows in very rapid succession against a single target. Perform a dice roll for each shot, “/dice 0 20”. For each dice roll above 10, the arrow hits. If Marking Shot was active, the first shot is a guaranteed hit, but all successive shots still need to be dice rolled. For each shot that hits, the target deceives a deep gash somewhere on their body from which they bleed, but none of these shots can ever maim or cripple a person. Additionally, for each hit shot, the target is knocked back by 1 Block per amount of hits. This Ability has a 24 hour cooldown.
|}
==Crossbow Combat==
Crossbow Combat covers the usage of light bows such as light crossbows and heavy crossbows. These weapons have to be fired from a stationary position and provide little mobility, but have a lot of utility functions. Each Technique (Ability) must be bought with increasing Proficiency costs, 4 Proficiency per Technique. Techniques are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note, Mundane Abilities of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Points Invested
! Name
! Type
! Range
! Description
|-
| 4 Points
| Brittle Shot
| Mundane Ability
| Emote Distance
| Brittle Shot is the default Arrow attack for a CrossBow Combat user. This simply involves shooting a Crossbow at a target that is not behind cover. Each shot has to specifically be aimed at a piece of armor, as Brittle Shots do not cause much damage, but instead disable pieces of armor on a target. For each shot, the Archer must do a “/dice 0 20”, with any roll above 5 causing a hit to land. For each landed hit, a piece of armor is disabled (which must always be either an entire left arm, right arm, left leg, right leg, chest, or head piece), while doing minimal brute damage and causing some bruises. This Ability has a 1 minute cooldown, and does not break Artifacts or Mythics. The effect applies the same to Ability Created Armor, unless the Ability armor has a per-hit breaking rule set, in which case it follows that instead.
|-
| 8 Points
| Knocking Shot
| Mundane Ability
| Emote Distance
| The Archer shoots a heavy pound arrow, an arrow with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the Archer, or until they hit a solid object, which then causes blunt damage but does not Stun them. This ability has a 3 minute cooldown. This Ability is a guaranteed hit.
|-
| 12 Points
| Net Shot
| Mundane Ability
| Emote Distance
| The Archer shoots a Netbolt at a target, causing an exploding canister to throw a net out at the target, which if the target is not behind some form of cover, causes them to be Rooted. In order to determine hit, do a “/dice 1 20”, with any roll above 5 meaning the shot lands. The target is netted for 1 minute, during which they cannot move or use Abilities (unless that Ability gives immunity to Roots or allows them to free themselves from a Root), but can start freeing themselves. If the target is not attacked or knocked out, they can be freed by themselves after the 1 minute is over. If another person helps them, the netting only works for 20 seconds. If the target is attacked while being netted, the first attack instantly breaks the net, but is guaranteed to hit as the netted target cannot defend themselves. This Ability has a 24 hour cooldown.
|-
| 16 Points
| Gate Shot
| Mundane Ability
| 3 Blocks
| This Ability allows the Archer to knock down a Mundane Gate or Ability Wall (such as Magewall). The Archer is immobilized, taking 4 separate strategic shots (each separated by 30 seconds for a total of 2 minutes) after which they activate a specialized steamtek winch that pulls both a Purestone core as well as force on all anchor shots. After the emote pulling the winch into action, whatever metal/wooden gate or Ability wall/doorway it was aimed at is destroyed. This Ability can be used twice per day but has no cooldown. The Archer must also be standing within 10 Blocks of whatever they are shooting at, and within clear line of sight.
|-
| 20 Points
| Percussion Shot
| Mundane Passive
| Announce Emote
| This Ability causes the Archer to shoot an explosive Percussion Shot After a quick loading, the shot is fired, is a guaranteed hit, and causes a fire-less explosion at the target person. Any person within 10 blocks of this person is knocked to the ground with shrapnel cuts on any exposed skin. The target themselves are knocked to the ground with one limb of their choice broken as well as cuts and slices all over their body. After Percussion Shot is fired, the Crossbow of the Archer becomes defunct due to the heavy firing mechanism breaking during this shot. This prevents further use of Crossbow Mundane Abilities for 12 hours.
|}
==Puretek Combat==
Puretek Combat covers the usage of [[Puretek]] weapons such as the Puretek Quartershot (Pistol) and the Puretek Demishot (Rifle). These weapons have to be fired from a stationary position, and as such have little mobility, but provide a lot of defensive mechanics against Aberrants though little against Mundanes. Each Technique (Ability) must be bought with increasing Proficiency costs, 4 Proficiency per Technique. Techniques are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note: Puretek weapons cannot be used by anyone who does not purely only have Racial Abilities and nothing else, or is any type of Aberrant. If an Affliction, Lineage, Special Permission, or some kind of Curse or Spell gives a character any additional Abilities or Mutations, they are no longer able to use Puretek. There is only one exception: Archan Abilities are not counted, and still allow the usage of Puretek. Note that Puretek Mundane Abilities can only be used when your Character is wielding a Puretek weapon, with the exception of Puretek Quickshot.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Points Invested
! Name
! Type
! Range
! Description
|-
| 4 Points
| Belt Shot
| Mundane Ability
| Emote Distance
| This Ability allows a Puretek wielder to use a Puretek Quickshot, a one-time use Puretek pistol rapidly drawn from their belt (or other concealed location around their waist), and shoot a quick blast at a target non-Mundane. This shot is a guaranteed hit, and can be used as a Counter/Interrupt for any Ability that is being casted (as long as it can be Countered), Channeled or otherwise prepared or used, even if the Emote of the Belt Shot came after the Emote of the Ability. This Ability effectively acts as an “Ace card” to use to quickly counter a single Ability, and then prevent the target non-Mundane from using another Ability within 20 seconds to quickly buy some time, nothing more. If it Counters/Interrupts any Abilities, these Abilities do not even go on Cooldown, they simply do not trigger, and the user cannot use them again for 20 seconds, but is completely fine after those 20 seconds. It causes no damage, and can only be used once per day. This shot has no effect on Mundanes. This shot also shoots through Ability Shields. Note, if your character has a Puretek weapon, Belt Shot is not that specific weapon. It is just an additional Puretek one-time-use boomstick.
|-
| 8 Points
| Barrage of Purity
| Mundane Ability
| Emote Distance
| This Ability allows the Puretek wielder to barrage a target with repeated Puretek shots, in an Ability that acts more like a Channel Ability. The Shooter must be stationary (whether kneeling or standing up), and repeatedly fire the Puretek weapon at a single target. While this Channel Ability is active, the target is unable to use any Abilities that can be Countered (non-Counter-able Abilities like Mundane Abilities and Racial Abilities are still usable). This does no damage to the target. The effect immediately ceases if the Shooter is interrupted or attacked, or the victim gets behind cover (which they can still do, as the projectiles merely cause a few puffs of white smoke on the target that barely cause a gentle push on them). This Ability has a 30 second cooldown after being voluntarily stopped, or interrupted. While Barrage of Purity is active, no other Barrage of Purity can be activated within Emote Distance until this one ends. This Ability can both be used with Demishot and Quartershot for the same effect. This shot also shoots through Ability Shields.
|-
| 12 Points
| Switchtek
| Mundane Ability
| Self
| Self
| The Shooter extends the Switchtek Blade from the Puretek Weapon, disabling the use of other Puretek Mundane Abilities, but converting all Puretek Combat Proficiency Points in Half Dagger Combat Proficiency Points (50% conversion, rounded down to whole numbers). The Puretek weapon then effectively becomes a Switchtek Dagger, and can be wielded as such with Proficiency. If the Puretek wielder is instead using Demishot, Switchtek changes the Demishot into a shortsword, converting all Puretek Combat Proficiency Points into Sword Combat at a rate of 3 Puretek Combat turning into 1 Sword Combat Proficiency (so a 33% conversion, rounded down). In order to switch the Switchtek back to Puretek, 10 seconds of re-modification must be done before Puretek Mundane Abilities can be used again. Proficiency conversions do not break Proficiency Cap (so if a Character already has 20 in Dagger, this adds 0 Dagger Proficiency).
| The Asha can turn their Living Metal into any utility tool, like a walking cane, a hammer, a pencil, a screwdriver, any tool that even if it requires a basic resource to function (such as ink in a pen) it will fulfill this function without requiring the resource. This Stance can also be used to use Living Metal aesthetically, either moving it around like a liquid, or shaping it into artistic depictions, or plates, carafes, wine goblets, a horse saddle and more. Only one Living Metal Stance can be active at any time, this Stance must be removed before another can be used.
|-
| 16 Points
| Gate Shot
| Mundane Ability
| 10 Blocks
| This Ability allows the Shooter to knock down an Ability Wall (such as Magewall). The Shooter can move around, taking 4 separate strategic shots (each separated by 30 seconds for a total of 2 minutes) After 4 separate shots (which must all have been fired from within Emote Distance) whatever Ability Wall or Gate they shot at will shatter. This Ability can be used twice per day, and has no cooldown. This Ability can both be used with Demishot and Quartershot for the same effect.
|-
| 20 Points
| Overload Shot
| Mundane Passive
| Emote Distance
| This Ability causes the Shooter to shoot an overcharged blast from the Puretek Weapon. After a quick loading, the shot is fired, is a guaranteed hit, and causes a fire-less Purestone-Essence explosion at the target person. Any person within 10 blocks of this person is knocked to the ground with no damage, but is unable to use any Ability (besides non-Counter-able Abilities like Racial Abilities and Mundane Abilities) for 1 minute. The target themselves are knocked to the ground and are unable to use any Abilities (besides non-Counter-able Abilities like Racial Abilities and Mundane Abilities) for 1 hour, and any active Abilities that have not already completed their full effect before the shot hit are Cancelled or Countered. After Overload Shot is used, the Puretek weapon breaks, and no further Puretek Mundane Abilities can be used by the user for 12 hours. Overload Shot can only be used once in Emote Distance around the user. After it has been used, the Emote Distance area around them becomes overloaded with Puretek Essence, making another Overload Shot impossible for 1 hour. This also includes shooting an Overload Shot from outside Emote Distance into the negation field. This Ability can both be used with Demishot and Quartershot for the same effect. This shot also shoots through Ability Shields.
|}
|}

Revision as of 00:00, 19 January 2021

Ability Type Range Description
The following Abilities can be used by all Asha, including Feka Asha.
Asha Primality Racial Passive Self Asha are unable to learn Sorcery and Magic, but can learn Ritualism. Additionally, Asha tails are prehensile, thus able to be used in Combat Roleplay, as well as holding items or people. That being said, Asha tails have about the strength of half an arm, meaning that all actions derive 50% of the Proficiency Points or the Physical Stat of the Asha, when using the tail.
Asha Claws Racial Passive Self Asha Claws are among some of the sharpest things known to Aloria even for the meekest of Nefer, capable of causing deep cuts. Asha claws ignore any type of armor that is not plate-tier, and can tear up even chainmail and cured leather. That being said, while using a weapon, Asha cannot use their claws, as their hands must be free in order for them to extend their claws from their retractable state.
Asha Agility Racial Passive Self When it comes to measuring speed, particularly running speed, Asha always outclass any other race, even while using Living Metal as armor. If it ever concerns a running competition, or a chase, an Asha will always run faster than anything else chasing it, unless this creature or person specifically has a mutation or Ability making it “as fast as a Varran”.
Living Metal Source Racial Passive Self All Asha no matter how old or strong have a quantity of Living Metal that is naturally produced by their body. It is, in its inert state, about the size of a fist, and is usually suspended around the Asha’s neck as a necklace, on the tail like tail decoration, or on the forearm as a decorative bracelet. Living Metal can have any color, as long as it looks metallic, and has a single color. Living Metal is always smooth (thus not having any jagged edges or rivets or bolts), but has a wavy pattern, similar to folded steel that shows some reflective difference. Living Metal cannot be stolen, and can turn into a liquid form at the will of the Asha. In its natural state however, Living Metal is inert and serves no function, unless a Stance is used such as the Stances below. Without any Stance active, Living Metal is purely decorative, like jewelry or clothing.
Living Metal Body Racial Passive Direct Touch Any body parts lost by the Asha, with the exception of their tail, is automatically replaced after a week by Living Metal, unless they choose not to replace that body part. This decision can be re-made at any time after the limb is lost. Any replaced limbs made out of Living Metal will mimic body flesh in every sense, giving no additional sturdiness against weapons, having the same sensations, and being warm to the touch, yet metallic in appearance.
Living Metal Stance: Strike Racial Spell Self The Asha turns their Living Metal into a weapon of choice, or two smaller weapons of choice. The weapon can be handed off to others, but only one can be produced, and it can be “melted” and returned to the Asha from Emote Distance. Only one Living Metal Stance can be active at any time, this Stance must be removed before another can be used.
Living Metal Stance: Protect Racial Spell Self The Asha turns their Living Metal into plate-like metal armor for themselves covering one of the following parts: Legs, Torso+Waist, Arms or Head+Neck (only one can be chosen). This Ability takes several seconds to form, so it cannot be quickly summoned to stop an attack. Only one Living Metal Stance can be active at any time, this Stance must be removed before another can be used.
Living Metal Stance: Sustain Racial Spell Self The Asha turns their Living Metal into a substitute for wound treatment, but only on themselves. This allows them to cover up either up to 5 cuts and bruises, or one deep gash or internal wound. This both negates the wound, and removes the pain, and can prevent a lethal attack from killing the Asha. Removing the Living Metal returns the wound to its previous state. Living Metal does not heal, it is a stop-gap measure until a healer can be found. Only one Living Metal Stance can be active at any time, this Stance must be removed before another can be used.
Living Metal Stance: Utility Racial Spell Self The Asha can turn their Living Metal into any utility tool, like a walking cane, a hammer, a pencil, a screwdriver, any tool that even if it requires a basic resource to function (such as ink in a pen) it will fulfill this function without requiring the resource. This Stance can also be used to use Living Metal aesthetically, either moving it around like a liquid, or shaping it into artistic depictions, or plates, carafes, wine goblets, a horse saddle and more. Only one Living Metal Stance can be active at any time, this Stance must be removed before another can be used.