Test: Difference between revisions

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| style="background-color:#e6eaff; width: 21%;" | Honed Skill 2
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 1
| Constant Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Honed Skill 2 | Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
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| style="background-color:#e6eaff; width: 21%;" | Honed Skill 1
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 2
| Constant Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
| Grants the user {{#simple-tooltip: Honed Skill 2 | Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
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| style="background-color:#e6eaff;" | Empath Sense 5
| style="background-color:#e6eaff;" | Empath Sense 6
| Constant Passive
| Constant Passive
| Emote Distance
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 5 | While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
| Grants the user {{#simple-tooltip: Empath Sense 6 | The user can generally sense remnant emotional energy in an area that is not dependent on the amount of emotions felt near it. For example, a graveyard might allow them to sense the remnant grief of someone who died years ago, or a river might send them a sudden feeling or happiness like a child fishing with their parent from a few weeks prior. Additionally, the user is also able to sense emotional residue of great events having occurred in general areas or big buildings in Progressions, if they specifically go looking for them, but won't get great details on what exactly happened while trying to perceive the emotional residue.
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| Self
| Self
| Grants the user {{#simple-tooltip: Wall Climb 1 | The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall.
| Grants the user {{#simple-tooltip: Wall Climb 1 | The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall.
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| style="background-color:#e6eaff;" | Omniaware 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Omniaware 1 | The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
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| style="background-color:#e6eaff;" | Destined Body 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Destined Soul 1 | The user while Mundane gains +5 Physical Stat that does not break Cap. If the user is Aberrant, they may instead purchase one Sorcery Spell without the 3 Proficiency Point Cost. If the user then becomes Mundane again, this Ability is lost and the Physical Stat is gained instead. There is one exception: Primal and Ordial Aberrants still gain +5 Physical Stat. For the purpose of this Ability, neither are considered Aberrant.
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| style="background-color:#e6eaff;" | Destined Body 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Destined Body 2 | The user has greater control over their own emotional capacity, which can do a couple of things. Firstly, the user can disable all their own emotions and re-enable them at will. Secondly, the user can choose to compartmentalize certain feelings or memories, thus completely disabling themselves from feeling/remembering them until another person with Destined Body 2 re-connects them with their disabled feeling or memory in meditation. Finally, the user can disable their sense of guilt or conscience altogether. The user is still entirely affected by Control Powers however, and any emotions they have disabled can also still be emulated by Control Powers to make them feel them anyway.
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| style="background-color:#e6eaff;" | Destined Body 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Destined Body 3 | The user is able to turn any single action made in a Non-Hostile Combat Roleplay (friendly duels or competition combat roleplay are permitted for example) such as for example a song they are performing, a dueling strike they are performing, or a painting they are presenting, into a "Dazzling Display". Dazzling Displays force everyone in Emote Distance who is not currently engaged in non-hostile Combat Roleplay to look at the person using this Ability, and to keep looking at them until their action is done, so long as it completes within a minute.
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Revision as of 05:52, 14 November 2021

Choose 3 Abilities from the Ability Pool. Abilities can only be taken Once. Once chosen, Abilities cannot be changed, and must be listed on the Character Application.


Ability Name Ability Type Ability Range Ability Description
Soul Bond 1 Toggle Passive Self Grants the user Soul Bond 1

Shrewd Insight 1 Control Power Emote Distance Grants the user Shrewd Insight 1

Rogue Gift 2 Constant Passive Self Grants the user Rogue Gift 2

Honed Skill 1 Constant Passive Self Grants the user Honed Skill 1

Honed Skill 2 Constant Passive Self Grants the user Honed Skill 2

Empath Sense 6 Constant Passive Emote Distance Grants the user Empath Sense 6

Wall Climb 1 Toggle Passive Self Grants the user Wall Climb 1

Omniaware 1 Toggle Passive Self Grants the user Omniaware 1

Destined Body 1 Toggle Passive Self Grants the user Destined Soul 1

Destined Body 2 Toggle Passive Self Grants the user Destined Body 2

Destined Body 3 Toggle Passive Self Grants the user Destined Body 3