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=Ailor=
The Abilities page is a useful resource page that standardizes all abilities, counters and mechanics, for ease of reference. Terms from this page are frequently used for pieces of Lore that grant Abilities. Keep in mind that the information on this page is only a base-level categorization and structure. This means that while we have set forward some basic rules that most if not all Abilities obey by, in some cases, minor differences may occur. As such, please be sure to always read the Lore page thoroughly and not just go off the information on this page. It purely explains the mechanical underpinning of the terminology, not the actual usage and rules of the Abilities, which may still differ on the Lore page.
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==
==Ability Categories==
===Ailor Familiar===
{| class="wikitable"
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.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type
===Dark Empathy===
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
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.  
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Counterable?
===Seizing Destiny===
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Detectable?
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.
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | State
===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.
| style="background-color:#eedbda;" | Beast Shift
===People of many Tongues===
| An Ability that transforms the user. Beast Shifts differ from Mythic Shifts because they can be controlled. Falling unconscious/Death does not revert a Beast Shift.
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.
| style="text-align: center;" | Yes
=Qadir=
| style="text-align: center;" | Yes
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.
| style="text-align: center;" | Usable
==Abilities==
|-
{| class="wikitable"  
| style="background-color:#e0e2ec;" | Constant Passive
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| An Ability that is permanently active and cannot be turned off.
! Ability Name
| style="text-align: center;" | No
! Ability Type
| style="text-align: center;" | No
! Ability Range
| style="text-align: center;" | Permanent
! Ability Description
! Modifiers
|-
|-
| style="background-color:#fedcb4;" | Hack Immune
| style="background-color:#e0e2ec;" | Toggle Passive
| Constant Passive
| An Ability that can be toggled on and off at will, but is otherwise permanently active when on.
| Self
| style="text-align: center;" | No
| Grants the user {{#simple-tooltip: Hack Immune | The user is Immune to Engineering Pack Eight: Hacking being used on them. When a Hacking attempt is made, they instantly know where it came from, and who did it. 
| style="text-align: center;" | No
}}
| style="text-align: center;" | Usable
| N/A
|-
|-
| style="background-color:#fedcb4;" | Forgery Immune
| style="background-color:#e0e2ec;" | Trigger Passive
| Constant Passive
| An Ability that only activates when certain conditions are met, but will remain active while the conditions are still applicable.
| Self
| style="text-align: center;" | No
| Grants the user {{#simple-tooltip: Forgery Immune | The user can see through any type of Forgery or facsimile made with either Proficiencies, or Abilities.
| style="text-align: center;" | No
}}
| style="text-align: center;" | Triggered
| N/A
|-
|-
| style="background-color:#fedcb4;" | Hometrap Immune
| style="background-color:#eae2cf;" | Magic Spell
| Constant Passive
| An Ability that is used exclusively by Mages. Mages also have their own internal Mage-Deflect counter mechanic.
| Self
| style="text-align: center;" | Yes
| Grants the user {{#simple-tooltip: Hometrap Immune | The user is immune to the effects of any Home Enchants that would cause damage, hurt, raise alarm, slow or otherwise impede or be a detriment to the user.
| style="text-align: center;" | Yes
}}
| style="text-align: center;" | Usable
| N/A
|-
|-
| style="background-color:#fedcb4;" | Advanced Golem
| style="background-color:#eae2cf;" | Exist Spell
| Constant Passive
| An Ability that is used by individuals who channel the power of the Exist, and cause it to manifest magically.
| Self
| style="text-align: center;" | Yes
| Grants the user {{#simple-tooltip: Advanced Golem | While in Golem, the user can envelop another (willing) person like a suit of armor. While merged, they gain all Proficiency Points of the other person and their Physical Stat combines (breaking Limit). The enveloped person is immune to any type of damage but cannot use any Abilities while inside the Golem that are not Mundane Techniques or Racial Abilities and Specials. While inside the Golem, the other person is also protected from catastrophic environmental damage such as crushing, drowning, burning heat and more.
| style="text-align: center;" | Yes
}}
| style="text-align: center;" | Usable
| N/A
|-
|-
|}
| style="background-color:#eae2cf;" | Void Spell
==Specials==
| An Ability that is used by individuals who channel the power of the Void, and cause it to manifest magically.
===Qadir Familiar===
| style="text-align: center;" | Yes
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).
| style="text-align: center;" | Yes
===Master Engineers===
| style="text-align: center;" | Usable
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===
| style="background-color:#eae2cf;" | Sorcery Spell
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).  
| An Ability that is used exclusively by Sorcerers. Sorcery Spells cannot be countered by Mage-Deflect.
===Mechanic Hands===
| style="text-align: center;" | Yes
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.
| style="text-align: center;" | Yes
=Altalar=
| style="text-align: center;" | Usable
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==  
| style="background-color:#eae2cf;" | Upyr Spell
===All Altalar===
| An Ability that is used exclusively by Greater Vampires.
{| class="wikitable"  
| style="text-align: center;" | Yes
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| style="text-align: center;" | Yes
! Ability Name
| style="text-align: center;" | Usable
! Ability Type
|-
! Ability Range
| style="background-color:#eae2cf;" | Cahal Spell
! Ability Description
| An Ability that is used exclusively by Cahal. An Allat or Greater Cahal can also use Cahal Spells.
! Modifiers
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#eae2cf;" | Allat Spell
| An Ability that is used exclusively by Greater Cahal.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
| style="background-color:#d8ece0;" | Immobile Channel
| An Ability that allows for a constant effect, though rooting the user in place and disallowing any other actions. A character may only have one Channel Ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#d8ece0;" | Mobile Channel
| An Ability that allows for a constant effect, though diminishing the mobility of the user to a degree and allowing some actions. A character may only have one Channel ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | Yes
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#d8ece0;" | Linked Channel
| An Ability that allows for a constant effect with a minor requirement, but does not inhibit or limit the user in any other way. A character may only have one Channel ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Channel
|-
| style="background-color:#f0ddf2;" | Target Illusion
| An Ability that affects the mind of specific individuals, making them experience things that are not real.
| style="text-align: center;" | Yes
| style="text-align: center;" | No
| style="text-align: center;" | Channel
|-
| style="background-color:#f0ddf2;" | Object Illusion
| An Ability that affects an object, which imparts experiences on those around them/using them in some way.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|-
| style="background-color:#e1d1d6;" | Target Curse
| An Ability that puts a lasting effect on an individual that can only be cancelled by sitting out the timer or purifying it with anti-possession mechanisms.
| style="text-align: center;" | No
| style="text-align: center;" | Yes
| style="text-align: center;" | Usable
|-
|-
| style="background-color:#f5d7e7;" | Weapon Summon
| style="background-color:#e1d1d6;" | Object Curse
| Constant Passive
| An Ability that puts a lasting effect on an object, which can in turn put lasting effects on people around or using the object that can only be cancelled by leaving the object or purifying it.
| Self
| style="text-align: center;" | No
| Grants the user {{#simple-tooltip: Weapon Summon | The user can summon any type of Ranged (except Puretek) or Melee weapon made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. While using a Summoned Weapon, all Mundane Techniques used with it are instead classified as Abilities of Magical nature. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
| style="text-align: center;" | Yes
}}
| style="text-align: center;" | Usable
| {{#simple-tooltip: Fin'ullen Modifier | Any Weapon Summoned by a Fin'ullen is made out of water or coral.}} - {{#simple-tooltip: Suvial Modifier | Any Weapon Summoned by a Suvial is made out of fire.}}
|-
|-
|}
| style="background-color:#e1d1d6;" | Soul Curse
===Teledden Only===
| An Ability that puts an effect on the Soul of an individual that imparts an uncounterable effect on them.
{| class="wikitable"  
| style="text-align: center;" | No
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| style="text-align: center;" | No
! Ability Name
| style="text-align: center;" | Usable
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d7e7;" | Control Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Control Immune | The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work, if they are aware it is being used on them beforehand and want the effect to apply.
}}
| N/A
|-
|-
| style="background-color:#f5d7e7;" | Invasion Immune
| style="background-color:#c3e6c3;" | Object Enchant
| Constant Passive
| An Ability modifier that puts an effect on an item (usually a weapon) that empowers it in some way. An Object can only have one Object Enchant Ability from the same tiered category, but can have multiple Object Enchants from multiple categories. (ex: A sword can have Sharp Brand II and Heavy Brand II, but not Sharp Brand I and Sharp Brand II).  
| Self
| style="text-align: center;" | Yes
| 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.  
| style="text-align: center;" | Yes
}}
| style="text-align: center;" | Usable
| {{#simple-tooltip: Teledden Modifier | Teledden have such Invasion Immunity that they can imprison an invader in their body against their will, or expell them against their will. Inside a Teledden's body, an invader becomes a powerless passenger who can only act when the Teledden lets them.
}}
|-
|-
|}
| style="background-color:#c3e6c3;" | Region Enchant
===Fin'ullen Only===
| An Ability modifier that puts an effect on a Region in-game, such as Rental Houses, Clandestine Bases, etc. The same Region Enchant Ability can only affect the same region once at any given time.
{| class="wikitable"  
| style="text-align: center;" | Yes
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| style="text-align: center;" | Yes
! Ability Name
| style="text-align: center;" | Usable
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d7e7;" | Waterborne
| style="background-color:#ddecee;" | Primal Power
| Constant Passive
| An Ability rooted in Primal Essence, meaning it is native to Aloria.
| Self
| style="text-align: center;" | Yes
| Grants the user {{#simple-tooltip: Waterborne | The user can swim with Mai-Allar speed underwater (the fastest possible speed), can breathe underwater, can see in the dark and is immune to any Mundane or Ability based Darkness or Blindness.
| style="text-align: center;" | Yes
}}
| style="text-align: center;" | Usable
| {{#simple-tooltip: Fin'ullen Modifier| The Fin'ullen additionally may manifest aquatic mutations while underwater like webbed feet and hands, fins, gills, etc.
}}
|-
|-
| style="background-color:#f5d7e7;" | Ranged Immune
| style="background-color:#ddecee;" | Ordial Power
| Constant Passive
| An Ability rooted in Ordial Essence, meaning it is native to Aloria's mirror dimension. These Powers respond the same way to Magic Spell counters, except when they specify that Void or Exist is a requirement.
| Self
| style="text-align: center;" | Yes
| 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.
| style="text-align: center;" | Yes
}}
| style="text-align: center;" | Usable
| {{#simple-tooltip: Fin'ullen Modifier | This Ability causes water to aesthetically unleash from a Fin'ullen's hipflask, and lash any ranged projectiles out of the air that are targeted at the Fin'ullen.
}}
|-
|-
|}
| style="background-color:#ddecee;" | Faith Power
===Suvial Only===
| An Ability that can be used by Ritualists.
{| class="wikitable"  
| style="text-align: center;" | Yes
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| style="text-align: center;" | Yes
! Ability Name
| style="text-align: center;" | Usable
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d7e7;" | Battle Mentor
| style="background-color:#ddecee;" | Control Power
| Constant Passive
| An Ability that forces some manner of control over the actions or intentions or thoughts of its target.
| Emote Distance
| style="text-align: center;" | Yes
| Grants the user {{#simple-tooltip: Battle Mentor | The user can target any other person in Emote Distance. They may choose any Proficiency, and boost that person by 5 Points, which can break Proficiency Point Limit. Any person can only be affected by 1 Battle Mentor. When a target is chosen, Battle Mentor cannot be changed to a different Target for 5 minutes, even if the Target leaves Emote Distance (and the effect ends).
| style="text-align: center;" | Yes
}}
| style="text-align: center;" | Usable
| {{#simple-tooltip: Suvial Modifier | The Target may manifest a burning (non-harmful) Altalar crown above their head to telegraph this Ability is active for them.
}}
|-
|-
| style="background-color:#f5d7e7;" | Ability Redirect
| style="background-color:#d1d1d1;" | Mundane Technique
| Constant Passive
| A manifestation of physical prowess or strength, and not a real ability for the classification of aberrancy or otherwise. Mundane Techniques are not countered by anything that mentions it counters an Ability directly, and are basically treated as regular attacks.
| Emote Distance
| style="text-align: center;" | No
| Grants the user {{#simple-tooltip: Ability Redirect | The user can redirect a single Ability Targeting them that is not a Channel and not a Mundane Technique, onto any other person, either ally or enemy. This Ability can be used once per 24 day. Primal or Ordial Abilities also fall under this, as do Special Permission Abilities or Powers. The redirected Ability continues to follow range rules (Direct touch to Direct Touch, Emote Distance to within Emote).  
| style="text-align: center;" | No
}}
| style="text-align: center;" | Usable
| N/A
|-
|-
| style="background-color:#d1d1d1;" | Puretek Technique
| A manifestation of specific skill with the Puretek weapon, and not a real ability for the classification of aberrancy or otherwise. Puretek Techniques are not countered by anything, but their usage can be prevented if the user is stopped in some manner.
| style="text-align: center;" | No
| style="text-align: center;" | No
| style="text-align: center;" | Usable
|}
|}
===Lesarra Only===
====Extra Notes====
{| class="wikitable"  
*Magic and other Special Permission Documents may conflict with this page regarding the rules of Spells and Abilities. If such a situation occurs, the Document will always take precedence, because of the difficulty of properly categorizing custom Spells and Abilities.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
 
! Ability Name
====Rules for Artifacts====
! Ability Type
*Artifact Abilities do not follow the category rules set out on this page. Each Artifact has its own rules and all these rules are clarified on all Artifact pages. In the absence of clear information, assume all Artifacts and their abilities cannot be Countered or Detected and work as Usables.
! Ability Range
*Your character must always wear your artifact on them, unless there are extenuating circumstances which resulted in your character's artifact being taken from them against their will and disposed of somewhere, after which they enter the rotation for re-distribution. Soul Bound Artifacts are not covered by this Rule.
! Ability Description
 
! Modifiers
==Aberrancy Types==
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Type of Aberrancy
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Detectable?
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mage Stone Effect
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Pure Stone Effect
! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Hallowed Stone Effect
|-
|-
| style="background-color:#f5d7e7;" | Forgotten Face
| Complete Aberrancy
| Constant Passive
| Arken, Undead
| Emote Distance
| Yes
| 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.
| No Effect
}}
| Abilities Disabled
| N/A
| Spontaneous Combustion
|-
|-
| style="background-color:#f5d7e7;" | Memory Pearl
| Linked Aberrancy
| Constant Passive
| Mages, Manathar, Greater Vampires, Greater Cahal, Ordial Mages, Arken Pacts
| Direct Touch
| Yes
| 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.
| Abilities Disabled
}}
| Abilities Disabled
| {{#simple-tooltip: Lesarra Modifier | Lesarra Altalar can replay memories of Memory Pearls without crushing them while held in their hands in their own mind, or if holding the shoulder of another person, in their mind.
| Intense and Crippling Pain
}}
|-
|-
|}
| Infested Aberrancy
===Solvaan Only===
| Possessed, Vampires, Cahal, Silven, Crimson Witches
{| class="wikitable"
| Yes
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| Abilities Disabled
! Ability Name
| Abilities Disabled
! Ability Type
| Bearable amounts of Pain
! Ability Range
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d7e7;" | Arcane Ranged
| Touched Aberrancy
| Constant Passive
| Sorcerers
| Self
| Yes
| Grants the user {{#simple-tooltip: Arcane Ranged | The user can use any Ranged Combat Category Mundane Techniques (except those from Caster or Puretek) that they have bought with Proficiency investment while wielding any melee weapon without needing to have a bow out. These Mundane Techniques are instead classified as Abilities of Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition.
| Abilities Disabled
}}
| Abilities Disabled
| {{#simple-tooltip: Solvaan Modifier | The projectile weapons are always made out of mist and leave behind trails of mist as they travel to their intended target.
| High Discomfort
}}
|-
|-
| style="background-color:#f5d7e7;" | Area Detection
| Lingering Aberrancy
| Constant Passive
| Kathar, Northern Tainted Individuals, Yanar, Vampire Broods, Pre-Awakened Cahal, Mutated Individuals
| 10 Blocks
| No
| Grants the user {{#simple-tooltip: Area Detection | The user creates a detection field up to 10 Blocks far around them that detects a couple of things while they are within this area. Firstly, it detects any hidden body-passengers like body merged individuals, parasites, or possessions (but not who). Secondly, it detects any hidden traps or secret compartments/pocket dimensions. Thirdly, it detects invisible or cloaked entities that use some type of Ability to stay hidden. This Ability is obviously telegraphed with glowing hands and eyes.
| No Effect
}}
| Abilities Disabled
| {{#simple-tooltip: Solvaan Modifier | The detection field is flooded with knee-high mist that does not affect the users otherwise. Additionally, Solvaan Altalar may use this Ability on Progression or Event areas to detect hidden areas or functions (but only few of them will have hidden content).
| No Effect
}}
|-
|-
|}
| Primal Aberrancy
===Minoor Only===
| Phantasma, Archbloods (All Variants), Primal Lineages, Primal Mages, Dragon Knights, Url
{| class="wikitable"
| No
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| No Effect
! Ability Name
| Abilities Disabled
! Ability Type
| No Effect
! Ability Range
! Ability Description
! Modifiers
|-
|-
| style="background-color:#f5d7e7;" | Healing Hands
| Artifacts
| Constant Passive
|  
| Direct Touch
| No
| Grants the user {{#simple-tooltip: Healing Hands | While within Direct Touch, the user can heal wounds on a single Target. The user and Target must stay still for it to work. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self.
| No Effect
}}
| Abilities Disabled
| {{#simple-tooltip: Minoor Modifier | Minoor Altalar may use this Ability twice at the same time, one for each hand at the same speed.}}
| No Effect
|-
|-
| style="background-color:#f5d7e7;" | Shared Pain
| Object Curse/Illusion
| Constant Passive
|  
| Emote Distance
| No
| Grants the user {{#simple-tooltip: Shared Pain | The user can apply Shared Pain on another person in Emote Distance. While in effect, any wounds or pain the Target suffers are halved, and the other half is transferred to the user.
| No Effect
}}
| No Effect
| {{#simple-tooltip: Minoor Modifier | Instead of transferring half the damage to the Minoor, the Minoor's half of the damage is negated. The Minoor does still feel half the pain however.}}
| No Effect
|-
|-
| Ritualism
|
| No
| No Effect
| Abilities Disabled
| No Effect
|}
|}
====Extra Notes====
*In some cases there may be additional effects besides what is listed. To be sure, always read the Lore source material instead of going off this table to explain the absolute effects. This is only here to allow different types of Aberrants to be classified with a quick overview on the effects of various substances.
*Some Special Permissions may be classified as Aberrants but not listed on the table due to their niche nature. Please contact Lore Staff for specific clarifications.
*Some Abilities may reference "Afflictions," this includes: Vampires, Cahal, Manathar, Morvali, Undead, Silven, Archbloods, Primal Lineages, and Dragon Wardens. Details on many of these can be found on the [[Afflictions]] Page. This includes certain Special Permissions, such as: Possessions and Arken Pacts. If you are uncertain about something not listed here, please make a ticket on the RP Community Discord.
==Counter Mechanics==
Countering (or deflecting, or nullifying, or purifying) an Ability is a term used for when one Character is able to prevent another Character's Ability from trigger, being used, or imparting an effect. Counters can only apply to Abilities that are marked "Counterable?" in the first table of this page. Additionally, some counters have special rules attached to them, and only apply in certain scenarios. Counter Mechanics are usually well defined in the descriptions of the Abilities on the Lore Page, generally speaking each ability (if it has any counters) will have the counters listed. Alternatively, if an Ability's entire function is to counter other Abilities, it will list what types of Abilities are Countered.
Because of the variation between all types of abilities, and the listed types of Counter Mechanics below, it is difficult to (without a large amount of wiki bloat via the same "if countered, does x" on each and every ability) specifically mention how countering works for each type of ability. For some abilities with long cooldown timers, a "Cancel" counter might have a great effect, but might have less effect on an ability with a low cooldown. It is with all of this in mind that the following rule exists for Counter Abilities: In any and all cases when a Counter Mechanic is used, the character whose ability was countered is expected to not immediately try to re-use or re-cast the ability with no detriment, and should give the character who countered the ability a chance to react before using it again.
The following Counter Mechanics exist:
*'''Prevent Counter:''' A counter mechanic that completely prevents an ability or spell from being cast or activated in the first place.
*'''Cancel Counter:''' A counter mechanic that is used when an ability or spell is activated, and stops any effects from occurring. It can also be used to stop any current ongoing effects.
*'''Reflect Counter:''' A counter mechanic that will re-direct any effects from a spell or ability from themselves to the caster.
*'''Transmute Counter:''' A counter mechanic that will allow the person countering to re-direct the ability to another person or area.
*'''Stagger Counter:''' A counter mechanic that interrupts all ongoing Channel Abilities and casting or utilization of other Abilities, as well as ongoing Mundane attacks and/or charges.
*'''Nullify Counter:''' A counter mechanic that does not end the Ability, but causes the person or the area that the Nullify Counter was used on to not be affected by the Ability until the Nullify Counter ends.
*'''Mage Deflect:''' A specific magic deflect roll, the rules of which are always specified when this term is used.
==Detection Mechanics==
Detection Mechanics exist to allow certain Characters to detect when an Ability is being used, or when they are being affected by an Ability. This is not a classification of identification, just because a Character may know they are being affected by some form of Ability, or that some form of Ability is being used, does not mean they know what this Ability does or how it works. This requires Knowledge Proficiency. Additionally, having frequently seen an Ability being used does not constitute as absolute knowledge of that Ability. This is considered false-positive Meta-gaming. In reality of lore, Abilities are varied and unpredictable. No matter how many times a person has seen a Vampire use a specific Ability, they should always treat it as if they don't exactly know what is going to happen. The fact that Abilities are attached to rules is not reflective of the lore or canon universe, only of "gameplay rules" to ensure fairness between players. The folowing Detection Mechanics exist:
*'''Area:''' When detectable thing enters a wider area.
*'''Touch:''' When touching detectable things.
*'''Trigger:''' When detectable thing crosses a certain threshold or border.
*'''Sight:''' When detectable things can be seen with the eye, or through some lens.
*'''Tracked:''' When someone is being followed by detection mechanic.
====Extra Notes====
*If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.


==Specials==
==Ability Timing==
===Ageless===
Due to the varied nature of both Abilities and the time of Roleplay, in addition to the difference between players speed of emoting, we do not maintain an official "timing" principle across all Abilities. In the most recent iteration of Abilities (Specials & Abilities), we maintain a strict OOC cooldown timer, however older abilities function under a more malleable principle. For those Abilties, we believe players should be able to respectfully come to an agreement within the context of the Roleplay Scene as to what a respectable OOC to IC time table should be. In the case that players cannot come to an agreement, Moderators may be called in via a Ticket to manage the situation.
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.

Revision as of 20:57, 9 January 2022

The Abilities page is a useful resource page that standardizes all abilities, counters and mechanics, for ease of reference. Terms from this page are frequently used for pieces of Lore that grant Abilities. Keep in mind that the information on this page is only a base-level categorization and structure. This means that while we have set forward some basic rules that most if not all Abilities obey by, in some cases, minor differences may occur. As such, please be sure to always read the Lore page thoroughly and not just go off the information on this page. It purely explains the mechanical underpinning of the terminology, not the actual usage and rules of the Abilities, which may still differ on the Lore page.

Ability Categories

Type Description Counterable? Detectable? State
Beast Shift An Ability that transforms the user. Beast Shifts differ from Mythic Shifts because they can be controlled. Falling unconscious/Death does not revert a Beast Shift. Yes Yes Usable
Constant Passive An Ability that is permanently active and cannot be turned off. No No Permanent
Toggle Passive An Ability that can be toggled on and off at will, but is otherwise permanently active when on. No No Usable
Trigger Passive An Ability that only activates when certain conditions are met, but will remain active while the conditions are still applicable. No No Triggered
Magic Spell An Ability that is used exclusively by Mages. Mages also have their own internal Mage-Deflect counter mechanic. Yes Yes Usable
Exist Spell An Ability that is used by individuals who channel the power of the Exist, and cause it to manifest magically. Yes Yes Usable
Void Spell An Ability that is used by individuals who channel the power of the Void, and cause it to manifest magically. Yes Yes Usable
Sorcery Spell An Ability that is used exclusively by Sorcerers. Sorcery Spells cannot be countered by Mage-Deflect. Yes Yes Usable
Upyr Spell An Ability that is used exclusively by Greater Vampires. Yes Yes Usable
Cahal Spell An Ability that is used exclusively by Cahal. An Allat or Greater Cahal can also use Cahal Spells. Yes Yes Usable
Allat Spell An Ability that is used exclusively by Greater Cahal. Yes Yes Usable
Immobile Channel An Ability that allows for a constant effect, though rooting the user in place and disallowing any other actions. A character may only have one Channel Ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages. Yes Yes Channel
Mobile Channel An Ability that allows for a constant effect, though diminishing the mobility of the user to a degree and allowing some actions. A character may only have one Channel ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages. Yes Yes Channel
Linked Channel An Ability that allows for a constant effect with a minor requirement, but does not inhibit or limit the user in any other way. A character may only have one Channel ability Active at a time, unless stated otherwise. Channel Abilities always have additional rules clarified on their pages. No Yes Channel
Target Illusion An Ability that affects the mind of specific individuals, making them experience things that are not real. Yes No Channel
Object Illusion An Ability that affects an object, which imparts experiences on those around them/using them in some way. No No Usable
Target Curse An Ability that puts a lasting effect on an individual that can only be cancelled by sitting out the timer or purifying it with anti-possession mechanisms. No Yes Usable
Object Curse An Ability that puts a lasting effect on an object, which can in turn put lasting effects on people around or using the object that can only be cancelled by leaving the object or purifying it. No Yes Usable
Soul Curse An Ability that puts an effect on the Soul of an individual that imparts an uncounterable effect on them. No No Usable
Object Enchant An Ability modifier that puts an effect on an item (usually a weapon) that empowers it in some way. An Object can only have one Object Enchant Ability from the same tiered category, but can have multiple Object Enchants from multiple categories. (ex: A sword can have Sharp Brand II and Heavy Brand II, but not Sharp Brand I and Sharp Brand II). Yes Yes Usable
Region Enchant An Ability modifier that puts an effect on a Region in-game, such as Rental Houses, Clandestine Bases, etc. The same Region Enchant Ability can only affect the same region once at any given time. Yes Yes Usable
Primal Power An Ability rooted in Primal Essence, meaning it is native to Aloria. Yes Yes Usable
Ordial Power An Ability rooted in Ordial Essence, meaning it is native to Aloria's mirror dimension. These Powers respond the same way to Magic Spell counters, except when they specify that Void or Exist is a requirement. Yes Yes Usable
Faith Power An Ability that can be used by Ritualists. Yes Yes Usable
Control Power An Ability that forces some manner of control over the actions or intentions or thoughts of its target. Yes Yes Usable
Mundane Technique A manifestation of physical prowess or strength, and not a real ability for the classification of aberrancy or otherwise. Mundane Techniques are not countered by anything that mentions it counters an Ability directly, and are basically treated as regular attacks. No No Usable
Puretek Technique A manifestation of specific skill with the Puretek weapon, and not a real ability for the classification of aberrancy or otherwise. Puretek Techniques are not countered by anything, but their usage can be prevented if the user is stopped in some manner. No No Usable

Extra Notes

  • Magic and other Special Permission Documents may conflict with this page regarding the rules of Spells and Abilities. If such a situation occurs, the Document will always take precedence, because of the difficulty of properly categorizing custom Spells and Abilities.

Rules for Artifacts

  • Artifact Abilities do not follow the category rules set out on this page. Each Artifact has its own rules and all these rules are clarified on all Artifact pages. In the absence of clear information, assume all Artifacts and their abilities cannot be Countered or Detected and work as Usables.
  • Your character must always wear your artifact on them, unless there are extenuating circumstances which resulted in your character's artifact being taken from them against their will and disposed of somewhere, after which they enter the rotation for re-distribution. Soul Bound Artifacts are not covered by this Rule.

Aberrancy Types

Type of Aberrancy Description Detectable? Mage Stone Effect Pure Stone Effect Hallowed Stone Effect
Complete Aberrancy Arken, Undead Yes No Effect Abilities Disabled Spontaneous Combustion
Linked Aberrancy Mages, Manathar, Greater Vampires, Greater Cahal, Ordial Mages, Arken Pacts Yes Abilities Disabled Abilities Disabled Intense and Crippling Pain
Infested Aberrancy Possessed, Vampires, Cahal, Silven, Crimson Witches Yes Abilities Disabled Abilities Disabled Bearable amounts of Pain
Touched Aberrancy Sorcerers Yes Abilities Disabled Abilities Disabled High Discomfort
Lingering Aberrancy Kathar, Northern Tainted Individuals, Yanar, Vampire Broods, Pre-Awakened Cahal, Mutated Individuals No No Effect Abilities Disabled No Effect
Primal Aberrancy Phantasma, Archbloods (All Variants), Primal Lineages, Primal Mages, Dragon Knights, Url No No Effect Abilities Disabled No Effect
Artifacts No No Effect Abilities Disabled No Effect
Object Curse/Illusion No No Effect No Effect No Effect
Ritualism No No Effect Abilities Disabled No Effect

Extra Notes

  • In some cases there may be additional effects besides what is listed. To be sure, always read the Lore source material instead of going off this table to explain the absolute effects. This is only here to allow different types of Aberrants to be classified with a quick overview on the effects of various substances.
  • Some Special Permissions may be classified as Aberrants but not listed on the table due to their niche nature. Please contact Lore Staff for specific clarifications.
  • Some Abilities may reference "Afflictions," this includes: Vampires, Cahal, Manathar, Morvali, Undead, Silven, Archbloods, Primal Lineages, and Dragon Wardens. Details on many of these can be found on the Afflictions Page. This includes certain Special Permissions, such as: Possessions and Arken Pacts. If you are uncertain about something not listed here, please make a ticket on the RP Community Discord.

Counter Mechanics

Countering (or deflecting, or nullifying, or purifying) an Ability is a term used for when one Character is able to prevent another Character's Ability from trigger, being used, or imparting an effect. Counters can only apply to Abilities that are marked "Counterable?" in the first table of this page. Additionally, some counters have special rules attached to them, and only apply in certain scenarios. Counter Mechanics are usually well defined in the descriptions of the Abilities on the Lore Page, generally speaking each ability (if it has any counters) will have the counters listed. Alternatively, if an Ability's entire function is to counter other Abilities, it will list what types of Abilities are Countered.

Because of the variation between all types of abilities, and the listed types of Counter Mechanics below, it is difficult to (without a large amount of wiki bloat via the same "if countered, does x" on each and every ability) specifically mention how countering works for each type of ability. For some abilities with long cooldown timers, a "Cancel" counter might have a great effect, but might have less effect on an ability with a low cooldown. It is with all of this in mind that the following rule exists for Counter Abilities: In any and all cases when a Counter Mechanic is used, the character whose ability was countered is expected to not immediately try to re-use or re-cast the ability with no detriment, and should give the character who countered the ability a chance to react before using it again.

The following Counter Mechanics exist:

  • Prevent Counter: A counter mechanic that completely prevents an ability or spell from being cast or activated in the first place.
  • Cancel Counter: A counter mechanic that is used when an ability or spell is activated, and stops any effects from occurring. It can also be used to stop any current ongoing effects.
  • Reflect Counter: A counter mechanic that will re-direct any effects from a spell or ability from themselves to the caster.
  • Transmute Counter: A counter mechanic that will allow the person countering to re-direct the ability to another person or area.
  • Stagger Counter: A counter mechanic that interrupts all ongoing Channel Abilities and casting or utilization of other Abilities, as well as ongoing Mundane attacks and/or charges.
  • Nullify Counter: A counter mechanic that does not end the Ability, but causes the person or the area that the Nullify Counter was used on to not be affected by the Ability until the Nullify Counter ends.
  • Mage Deflect: A specific magic deflect roll, the rules of which are always specified when this term is used.

Detection Mechanics

Detection Mechanics exist to allow certain Characters to detect when an Ability is being used, or when they are being affected by an Ability. This is not a classification of identification, just because a Character may know they are being affected by some form of Ability, or that some form of Ability is being used, does not mean they know what this Ability does or how it works. This requires Knowledge Proficiency. Additionally, having frequently seen an Ability being used does not constitute as absolute knowledge of that Ability. This is considered false-positive Meta-gaming. In reality of lore, Abilities are varied and unpredictable. No matter how many times a person has seen a Vampire use a specific Ability, they should always treat it as if they don't exactly know what is going to happen. The fact that Abilities are attached to rules is not reflective of the lore or canon universe, only of "gameplay rules" to ensure fairness between players. The folowing Detection Mechanics exist:

  • Area: When detectable thing enters a wider area.
  • Touch: When touching detectable things.
  • Trigger: When detectable thing crosses a certain threshold or border.
  • Sight: When detectable things can be seen with the eye, or through some lens.
  • Tracked: When someone is being followed by detection mechanic.

Extra Notes

  • If a Character, or Ability has a "Detection Immunity", this Immunity will always override any Detection Mechanisms.

Ability Timing

Due to the varied nature of both Abilities and the time of Roleplay, in addition to the difference between players speed of emoting, we do not maintain an official "timing" principle across all Abilities. In the most recent iteration of Abilities (Specials & Abilities), we maintain a strict OOC cooldown timer, however older abilities function under a more malleable principle. For those Abilties, we believe players should be able to respectfully come to an agreement within the context of the Roleplay Scene as to what a respectable OOC to IC time table should be. In the case that players cannot come to an agreement, Moderators may be called in via a Ticket to manage the situation.