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| style="background-color:#f5d7e7;" | Invasion Immune
| style="background-color:#f5d7e7;" | Invasion Immune
| Constant Passive
| Constant Passive
| Direct Touch
| Self
| Grants the user {{#simple-tooltip: Invasion Immune | The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial Shades, Void and Exist Demons, but not Greater Demons or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime.  
| Grants the user {{#simple-tooltip: Invasion Immune | The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial Shades, Void and Exist Demons, but not Greater Demons or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime.  
}}
}}
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| style="background-color:#f5d7e7;" | Ranged Immune
| style="background-color:#f5d7e7;" | Ranged Immune
| Constant Passive
| Constant Passive
| 10 Blocks
| Self
| Grants the user {{#simple-tooltip: Ranged Immune | The user is Immune to any Mundane Technique Ranged Combat except the 20 Point Investment Technique. They are not Immune to any Puretek or Caster Ranged however.
| Grants the user {{#simple-tooltip: Ranged Immune | The user is Immune to any Mundane Technique Ranged Combat except the 20 Point Investment Technique. They are not Immune to any Puretek or Caster Ranged however.
}}
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| style="background-color:#f5d7e7;" | Forgotten Face
| style="background-color:#f5d7e7;" | Forgotten Face
| Constant Passive
| Constant Passive
| Self
| Emote Distance
| Grants the user {{#simple-tooltip: Forgotten Face | When leaving Emote Distance of another person, the user may force them to forget their face and voice. This must be dm'd to the Target when leaving Emote Distance, or send in OOC chat when applied to a group.
| Grants the user {{#simple-tooltip: Forgotten Face | When leaving Emote Distance of another person, the user may force them to forget their face and voice. This must be dm'd to the Target when leaving Emote Distance, or send in OOC chat when applied to a group.
}}
}}
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| style="background-color:#f5d7e7;" | Memory Pearl
| style="background-color:#f5d7e7;" | Memory Pearl
| Constant Passive
| Constant Passive
| Emote Distance
| Direct Touch
| Grants the user {{#simple-tooltip: Memory Pearl | The user can target any person that is restrained and unable to escape, and wipe the last 24 hours from their memory. This produces a memory pearl in the hand the of the user which is stored into a Pearl Pouch that must always be on the user, but cannot be pickpocketed. When inspecting the Pearl Pouch, anyone can magically recognize whose memories belong to what pearls. Crushing any pearl from any distance will result in the memories of those 24 hours returning to the Target. The Target will know their memory was stolen, but not by who, when, or where.
| Grants the user {{#simple-tooltip: Memory Pearl | The user can target any person that is restrained and unable to escape, and wipe the last 24 hours from their memory. This produces a memory pearl in the hand the of the user which is stored into a Pearl Pouch that must always be on the user, but cannot be pickpocketed. When inspecting the Pearl Pouch, anyone can magically recognize whose memories belong to what pearls. Crushing any pearl from any distance will result in the memories of those 24 hours returning to the Target. The Target will know their memory was stolen, but not by who, when, or where.
}}
}}
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==Specials==
==Specials==
===Ageless===
===Ageless===

Revision as of 02:55, 6 January 2022

Ailor

The Ailor do not have any Abilities as (with some exception) they are overwhelmingly Mundane and do not practice Magic, as such only having Specials. These Specials are intricately woven into Ailor culture and are considered "innate", which is why Ailor will mostly claim they don't have any Powers or Abilities (as they see their Specials as cultural quirks). Half Ailor have access to all of these Specials also.

Specials

Ailor Familiar

Ailor have a strong connection with domesticated animals, whether it is rearing cattle and farm animals, or pets. Pets in particular have an important role both in the raising of and further lives of Ailor children, and pets themselves also seem to have longer lives while bonded with Ailor. Either at birth or later in life, an Ailor can acquire a pet. This pet can be any type of small house-pet such as rodents, domestic canines, domestic felines, birds (hawks, eagles, crows), small marsupials, small mustelids, rabbits, pygmee pigs and reptiles or amphibians. This list is not comprehensive, for more options, consult the List of Fauna page, and look for animals that can be reasonably carried or domesticated as per their page's information. While living with its owner, the pet gains a much longer life, usually tied to that of the owner. Ailor Familiars cannot be used in Combat-RP and also cannot be harmed by others (they are invalid targets for Abilities). They can however carry hand-held items and interact with the environment and others, while never leaving Emote Range of their owner. Ailor Familiars can duplicate mutations that their owner gains, and are optional, meaning not every Ailor has one.

Dark Empathy

The Ailor have multiple emotion and empathy based capabilities that make them quite unique when compared to other races. Ailor can disable their own emotions so they do not feel regret, guilt, or a conscience when committing vile acts. They can disable all emotions, or just one of them such as happiness or love. Furthermore, they can also compartmentalize certain memories and simply choose to forget them. In both cases, the Ailor usually requires another Ailor to re-connect them with emotions and memories through mental coaching. It is not all dark, however. Ailor have learned to disable their emotions for a reason, because the emotional impact of an area where great events have taken place can sometimes be overwhelming. In places of great historical importance such as battlefields or places of worship and celebration, Ailor can receive visions or aftershocks of emotions felt by others in those areas. For example, an Ailor might perceive the fear and loathing of the soldiers on a battlefield that ended hundreds of years ago, being sensitive to the residual feelings when many lost their lives in the area. Finally, Ailor can also read small emotional feelings on the faces of others. Any time, an Ailor can hone in on another person's face if they are speaking with them, to detect their true disposition (feelings) towards them, for example whether they love, hate, adore, or disregard them. If used on another Ailor however, they will be able to tell that the Ailor is using it on them.

Seizing Destiny

The Ailor are flexible, often more flexible than other Races, in determining their own future, as they live much shorter lives. While an Ailor is not Aberrant or Occult, they gain +5 Physical Stat that does not break Physical Stat Limit. If they are Aberrant or Occult, they may choose 1 Sorcery Spell without Cost. If they are Primal or Ordial Aberrant, they keep the 5+ Physical Stat, Primal and Ordial Aberrancies are not counted as Aberrancy for this Special.

Seizing Innovation

The Ailor are innovative with their skills, more so than other Races as they have less time to master them and greater ambition to perfect them. So long as an Ailor is not Occult or Aberrant in any way, they may choose any Proficiency they have already invested 5 Proficiency Points into, and add another 5 on top (will not break Proficiency Point Limit for that Proficiency). If the Ailor is an Aberrant or Occult instead, they gain no bonus from this Special at all. If they become Aberrant or Occult temporarily, the +5 is temporarily disabled, returning when they become Mundane again.

People of many Tongues

The Ailor Race has produced the most amount of languages, in the dozens, compared to the few produced by other Races. As such, the Ailor are more linguistically adept. Every Ailor can choose to learn one Language for free without Proficiency investment. Additionally, Ailor can recognize the source of any writing and the sound of any language, even if they cannot read or understand the words. This is for example particularly useful in identifying dead languages, or figuring out where someone is from.

Qadir

Qadir have a mix of both Abilities and Specials themed around Engineering and specifically Clockwork. Half-Qadir also get access to all Abilities and Specials that normal Qadir would.

Abilities

Ability Name Ability Type Ability Range Ability Description Modifiers
Hack Immune Constant Passive Self Grants the user Hack Immune

N/A
Forgery Immune Constant Passive Self Grants the user Forgery Immune

N/A
Hometrap Immune Constant Passive Self Grants the user Hometrap Immune

N/A
Advanced Golem Constant Passive Self Grants the user Advanced Golem

N/A

Specials

Qadir Familiar

Most Qadir bring life to Clockwork through Engineering, especially so when it concerns the Familiars they make. Most Qadir shops sell Familiar Templates, which are inert mechanical domestic animals for example rabbits, domestic canines & felines, birds, reptiles and more. This list is not comprehensive, for more options, consult the List of Fauna page, and look for animals that can be reasonably carried or domesticated as per their page's information. The Qadir then continues to modify, upgrade and change the Familiar to suit their liking and aesthetics. The Familiar can also levitate through repulsion tech, and may even appear less animal, for example by installing a Humanoid skull onto a dog's body. Qadir Familiars cannot be used in Combat Roleplay, but can carry objects around so long as they are in Emote Distance of their owner. Unlike most animal familiars, Qadir Familiars can have a more responsive personality and even speak, though their intellect remains child-like. Qadir can also off-load parts of their own personality like their cowardice or anxiety onto the Familiar, causing it to behave like that personality trait frequently, and provide (sometimes comedic) commentary or reflections on the actions of their owner. This Speical is not the same as Engineering Pack: Eight Familiar, and if the Qadir purchases that pack, they can have two familiars. For the purpose of Abilities or Mechanics that require investment in Engineering however, this counts as having 3 points invested in Engineering (optionally for Talents).

Master Engineers

Qadir mastery of Engineering is unrivaled among the other Races. Other Engineers usually pick a single Engineering Branch, and stay with it. Qadir however have greater freedom and capacity to work with other Branches. Qadir are hard-locked to using Clockwork as their main Branch for themselves, but can also make Engineering devices with Steamtech, Hallowtech and even Magitech for others. Additionally, the Qadir can install Membanks into their skull (usually at the nape of their neck, or side of their head). Memkeys can be inserted into these Membanks, after which which a Qadir may record single memories. These Memkeys can then be re-inserted into the Membank of any Qadir to be replayed with perfect visual and auditory quality. They can also be viewed with a more cumbersome Memrecall Helmet by non-Qadir. Memkeys can pre-record up to 24 hours, and can download memories up to 24 hours after they were made. When viewing a Memkey, the user becomes blind in reality as their senses are being overtaken by the Memkey, experiencing the memory as if they were the person who recorded or downloaded it.

Mechanic Children

Even the youngest and most inexperienced of Qadir have some grasp of Engineering and can produce small machines and objects to make their lives easier. All Qadir automatically gain Engineering Pack One: Environment and Engineering Pack Two: Golem for free without Proficiency investment. For any Abilities or Mechanics that require a minimum point investment of Proficiency into Engineering, these free Packs count as having 6 Points invested (optionally for Talents).

Mechanic Hands

Qadir can produce and use very thin mechanical hand-gloves that grant them limited telekinesis with Clockwork and brass. Within Emote Distance, and while wearing these gloves, the Qadir can fetch and remotely control engineering tools, bring brass and copper to them, and rotate Engineering objects in the air. Even more impressively they can 'explode' an Engineering object into all its constituent components and parts and levitate them in the air to inspect how all parts are pieced together, before putting it all back together again in an instant, causing no damage to the device. These gloves can only be used in non-combat or non-competitive environments, and cannot be used to hijack other people's Engineering from their hands.

Altalar

The Altalar have one Common Ability shared by all sub-races, and each Race also has two unique Abilities. On top of that, the Altalar also have a number of Specials themed around their frequent and skilled use of Magic. Half-Altalar have access to the Common Ability and the Specials, as well as the Sub-Race Abilities of their Altalar parent.

Abilities

All Altalar

Ability Name Ability Type Ability Range Ability Description Modifiers
Weapon Summon Constant Passive Self Grants the user Weapon Summon

Fin'ullen Modifier - Suvial Modifier

Teledden Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Control Immune Constant Passive Self Grants the user Control Immune

N/A
Invasion Immune Constant Passive Self Grants the user Invasion Immune

Teledden Modifier

Fin'ullen Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Waterborne Constant Passive Self Grants the user Waterborne

Fin'ullen Modifier

Ranged Immune Constant Passive Self Grants the user Ranged Immune

Fin'ullen Modifier

Suvial Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Battle Mentor Constant Passive Emote Distance Grants the user Battle Mentor

Suvial Modifier

Ability Redirect Constant Passive Emote Distance Grants the user Ability Redirect

N/A

Lesarra Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Forgotten Face Constant Passive Emote Distance Grants the user Forgotten Face

N/A
Memory Pearl Constant Passive Direct Touch Grants the user Memory Pearl

Lesarra Modifier

Solvaan Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Arcane Ranged Constant Passive Self Grants the user Arcane Ranged

Solvaan Modifier

Area Detection Constant Passive 10 Blocks Grants the user Area Detection

Solvaan Modifier

Minoor Only

Ability Name Ability Type Ability Range Ability Description Modifiers
Healing Hands Constant Passive Direct Touch Grants the user Healing Hands

Minoor Modifier

Shared Pain Constant Passive Emote Distance Grants the user Shared Pain

Minoor Modifier

Specials

Ageless

The Altalar are Ageless, meaning they never show aging. When they become adults, Altalar simply appear as if they are young adults forever, unless they choose not to. Any Altalar can choose to change their aged appearance, meaning they can choose to appear however old they want to appear (so long as it is 18+). A 33 year old Altalar might for example choose to appear like a 70 year old Ailor with whitened hair and wrinkles, while a 300 year old Altalar might choose to appear like a 25 year old Ailor with smooth skin and youthly features.

Arcane Mastery

Even the simplest and untrained of Altalar have some innate Magical ability, and control over the Arcane. All Altalar can perform varying degrees of Telekinesis, being able to move objects around with their hands from a distance, while also automating household objects in their performed task such as for example causing a broom to sweep by itself, or a pen to write what is being dictated. This cannot be used in any Combat RP or competitive roleplay (such as stealing items from other Characters), but has no Cooldown and no limits imposed.

Magnificent Hands

The Altalar can, once a month, craft a wood carving, sculpture, woven fabric, or crafted metal out of so-called Elder Opal, depending on the Proficiency that they craft with. Elder Opals, when applied to wood carving causes lines to appear in white-colored wood that glow with shifting colors of the rainbow. When applied to sculptures, the whole sculpture has an opalescent color effect, and when reflecting light, glows with the colors of the rainbow. When applied to fabric, each weave contains a reflective opalescent sheen, giving the completed clothing piece of tapestry a rainbow glow on white fabric. When applied to metal, it creates a steel-strong variant of white opal, with a glowing opalescent effect of swirling color glows. Additionally, the Altalar can re-mould Silver, Gold with their hands like clay without heating it.

Magnificent Tools

The Altalar can summon any type of non-combat tool in their hand, like a hammer, pencil, chisel, etc. This tool will glow and appear in any chosen color, has the properties of a normal tool made of steel, and also produces magical essence sparkles or dust when used. This tool can be given to others and used by others, but only one tool can be summoned, and it cannot leave Emote Distance from the Altalar who created it.

Elder Voice

The Altalar can invade the minds of others with telepathic communication that is a one-way form of vocalization of their thoughts. An Altalar can project a command or exclaimed statement into the mind of another person within Emote Distance, though the Target cannot talk back. While using the Elder Voice, the Altalar's eyes glow, and they must look at the Target they are speaking to in their mind. This form of communication is experienced as unpleasant, and causes headaches in the Target, but not so far that it inhibits their other actions. Elder Voice cannot be used in a chase, in Combat Roleplay, or while the Altalar is physically or Magically bound or constrained in any way.