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Name Type Description
Natural Form Racial Shift A Racial Shift that gives the Slizzar their natural body form of an Athletic Body Shape, their serpentine tail and humanoid upper body. This body allows them to move at a normal walking speed, but also swim faster than most other aquatic Races and breath underwater for up to 3 days. The form can be entered with 3 seconds of Shifting, and Slizzar do not lose or gain Physical Stat when in this form.
Mobile Form Racial Shift A Racial Shift that gives the Slizzar their natural body form of an Athletic Body Shape and a more humanoid body shape. They now possess legs in addition to their tail, which is slightly longer than the legs, and have agility equal to that of most Varran while also being more acrobatic and flexible than other Races. The form can be entered with 3 seconds of Shifting, and Slizzar do not lose or gain Physical Stat when in this form.
Mimic Form Racial Shift A Racial Shift that gives the Slizzar the ability to appear like a member of another Race, with the facial and bodily features of each. However, the Slizzar’s own facial traits remain between each Race, no matter what the Slizzar turns into. The Slizzar can also mimic the appearance of other/different Body Shapes starting here. The form can be entered with 3 seconds of Shifting, and Slizzar do not lose or gain Physical Stat when in this form.
Complete Form Racial Shift A Racial Shift that gives the Slizzar the ability to appear completely like a member of another Race, with the facial and bodily features of the form customizable by the Slizzar themself. These features include Body Shape, hair and eye color, skin tone, and more. The form can be entered with 3 seconds of Shifting, and Slizzar do not lose or gain Physical Stat when in this form.
Sensation Surge Racial Spell Slizzar can trigger subconscious thoughts in a single individual of a Slizzar’s choosing within 5 in-game blocks of the individual Slizzar. The target can sense the thoughts, but it is their choice to accept, reject, or not act on them. The target of this power can be changed by the Slizzar with several seconds of delay before the new target begins to receive the subconscious thoughts.
Slizzar Bonding Racial Spell Slizzar can gather information about the most attractive or appealing traits from an individual target in two different ways. Either the Slizzar can gradually gather a complete profile of these traits over the course of an hour of conversation, or they can take it from the individual’s mind in a consensual sharing of information on the target’s part.
Slizzar Colluding Racial Spell Slizzar can enter into a collaborative relationship with a non-Slizzar. There must be a common goal between the two and the non-Slizzar must be aware of the Slizzar’s identity. The Slizzar gains a +10 boost of Proficiency Points of whatever Proficiency the colluder has the highest investment in. The colluder can also immediately identify their Slizzar partner no matter their form.
Keystone of Sassrakkand Racial Spell Slizzar are able to wield a Keystone of Sassrakkand, a small pale pebble, and forcefully slam it into the center of a mirror. The mirror will then crack, and in each crack of the mirror regardless of its size, all Slizzar nearby will be connected mentally. Slizzar can then mentally engage in the call with no ill effects to what they are doing at the same time, and should the Slizzar who used the mirror wish to end the call, they need only remove the Keystone which will immediately repair the mirror and cut off all Slizzar from one another.

Puretek should be an opening move, for example: A warrior wielding a puretek quartershot and a rapier, shoot first to disable Ability cast on target, then close the distance with a melee weapon. In melee, Puretek can no longer be used due to the reload mechanic. In group settings, equally this requires an individual with puretek to be held down and protected. Puretek is not a crp mechanic in and of itself, but an "opening shot" or "equalizer" mid-crp if someone is using an Ability that is particularly nasty on the group/person.

Other Rules:

  • Only one Engraving per person, permanently. Clarified on Character App like an Ability.
  • Puretek may be pre-loaded but must be emoted while unsheathing weapons as being pre-loaded on the belt.
  • Must be shot from at least 3+ blocks distance otherwise it does not work.
  • Demishot and Quartershot both have the same reload speed, appearance is only aesthetic. Shots can only hit in Emote Distance.
  • Every shot requires a reload time of about 30 seconds. Targets being shot at should be given enough time to react or interact between shots.
  • Puretek cannot shoot through obstacles or Steel or Steel Equivalent Armor, unless this armor is Ability summoned or created by an Ability, in which case it goes through.
  • Silvershot is removed from Puretek so it's purely just an Ability stopper.
  • Puretek no longer hurts.
  • Proximity, character target speed, cripple or rooting has no effect on accuracy. Successive hits do not increase hitting chance either.
  • only the specifified ability types are affected based on the engravings presented. Abilities not on this list are unaffected.

Hitting accuracy:

  • 0 points invested: always miss
  • 5 points invested: /dice 1 20 above 15 is hit
  • 10 points invested: /dice 1 20 above 10 is hit
  • 15 points invested: /dice 1 20 above 8 is hit
  • 20 points invested: /dice 1 20 above 6 is hit
  • 25 points invested: /dice 1 20 above 4 is hit
  • 30 points cannot be invested.
Puretek Engraving Usable against Who can use this type of Puretek Engraving? Effects
Belliard Engraving
  • Magic Spell
  • Sorcery Spell
  • Silven Spell
  • Ordial Power
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
Darkwald Engraving
  • Vampire Spell
  • Werebeast Spell
  • Gr. Vampire Spell
  • Gr. Werebeast Spell
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering.
Heresond Engraving
  • Primal Power
  • Ritualist Power
  • Essence Power
  • Url Forms
  • Any Character that is Lingering Aberrancy and upwards, or has an Artifact.
  • The weapon will refuse to fire for someone who is not somewhat Void or Exist tainted.
When the shot hits the target, any ongoing Abilities of these categories is Countered, and its effects removed. This particular Ability is put on a forced 30 second cool down. If instead the Ability is one that should grant wings or some modus of flight, it is forced on a 10 minute cooldown. If the Counter effect should make further Abilities impossible (due to for example a dependency mechanic in Abilities), then these Abilities can still be used as if the criterion Ability triggered/is still active. This is to prevent undue kit neutering. In the case of Url, they are affected somewhat differently: An Url in Gore Form is forced into Fused Form and unable to go to Gore form for an hour. If they are any other Form, this shot does not affect their Form Abilities.
Ograld Engraving
  • Beast Shift
  • Mythic Shift
  • Any Character that does not have any type of Aberrancy or non-Racial Ability.
  • The weapon will refuse to fire for someone who has any non-racial Abilities.
When the shot hits the the first time, the Mythic Shift/Beast Shift is halved in its effect. For example, Physical Stat gains are halved, and any increase in size or body changes are also halved. A second shot hit cancels out the Beast Shift or Mythic Shift completely, and is forced on a 10 minute cooldown.