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TODO:
===Parthas Order===
*Add generic healing things
*See about point exchanges to be similar to other abilities
**Clockwork Technique requires 3 points PLUS the 3 points for each spell it does. So 6 points for a single light mend spell, 9 for two of them. I think 10 points to get light mend 2 and some other cool thing on top of it like curing mundane shit will make the 1 point difference work. plus no need to carry some clockwork thing around either.
 
Medical Sciences covers everything to do with ailment treatment. This includes from the base dispensing apothecary medication to treat already diagnosed ailments, but also diagnosing both bodily malfunctions as well as sickness and other natural ailments (so not magical ailments). Furthermore, Medical Sciences also covers surgery, understanding of bodily anatomy as well as other medical procedures and even holistic medicine. Points put towards this Proficiency increase the speed at which all these actions can be done, as well as their efficiency, or the amount of knowledge a character has on the bodily functions of any given sapient being.
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Points Invested
! Name
! Type
! Range
! Description
|-
|-
| 5 Points
! colspan="3" style="background-color:#f0eee1;" | [[Parthas Order]] (click for more information)
| Field Medic Treatment
| Mundane Ability
| Direct Touch
| The character is familiar with all Positive [[Alchemy]] Ingredients and can prescribe them to patients (but cannot make them). They can perform medical check-ups, diagnose minor symptoms of a patient, and prescribe treatments for such.
 
Furthermore, while within Direct Touch of a target, the user can utilize a field medical kit to heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice outside of a clinic per 24 hours. If the user is inside a clinic, this Ability has no cooldown.
|-
|-
| 10 Points
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Parthas.png|center|border|caption]]
| Clinical Treatment
| style="background-color:#efefef; width:8%;"  | Theme
| Mundane Ability
| The Parthas Knights are primarily Bounty Hunters, Slavers, Slave-Guards and abductors of persons of interest. As Knights, Parthas Knights have operated from Hellatia since the arrival of the Etosian Church, acting as a military arm to enforce the Saffran Law on the people, but also to act as an extended arm to capture enemies of the church. In the past, the Parthas Order controlled a large part of the Azure Order, many of its members being dual-members, but since the order fell, the Parthas Order has operated on its own. They continue to seek bounties to capture special individuals, earning money and fame through their exploits.
| Direct Touch
| The character is familiar with all [[Mundane Afflictions]] by heart, and can prescribe their cures/treatments to patients.
 
Furthermore, while within Direct Touch, the user can heal wounds on a target through this Mundane Ability that counts as a Immobile Channel, using a medical clinic's equipment. Surface tissue wounds like cuts can be fixed within 5 minutes of stitching with the target sitting or laying still, while deeper cuts and gashes take up to 15 minutes, leaving behind small scars that eventually disappear over time. This Ability cannot be used on self, can only be used outside of combat, and can be used twice per 24 hours outside of a clinic. If the user is inside a clinic, this Ability has no cooldown.
|-
|-
| 15 Points
| style="background-color:#efefef;" | Magic Usage
| Surgical Treatment
| Magic Usage is completely banned in the Parthas Order, anyone practicing to be expelled. Aberrants are not permitted among them, but Undead are.
| Mundane Ability
| Direct Touch
| The character is familiar with all Alchemy Ingredients and Effects, and can diagnose any alchemical treatments by observing their effects, including how to counter them (but cannot make Alchemy directly). They are also fully aware of the anatomical makeup of all sentient Races discovered in Aloria, and can perform in-depth surgeries on patients. They are also able to perform amputations in the field without causing fatalities.
 
Furthermore, while within Direct Touch, the user can heal greater wounds like internal damage or severe bleeding on a target through this Mundane Ability that counts as a Immobile Channel, using surgical equipment. This Ability require the target to be laying down unconscious (using an alchemical anesthesia) on a medical clinic's bed, with the user healing deeper wounds over the timespan of 1 hour (though this process may be time-skipped to last 15 minutes if all parties consent). This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability, though it will leave permanent scarring on the skin surface. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.
|-
|-
| 20 Points
| style="background-color:#efefef;" | Race Limits
| Victoria's Valiance
| Any Race or Religion can become a Parthas Knight, except races that can legally be enslaved in Regalia.
| Mundane Ability
|-
| Direct Touch
| style="background-color:#efefef;" | Symbols
| The user can use advanced medical practices to create an emergency substitute for wound treatment on themselves or others. This allows them to cover up 5 cuts and bruises, OR 1 deep gash/internal wound outside of a clinic. This negates the wound, removes the pain, and prevents a lethal attack from killing the target. Removing the emergency aid returns the wound to its previous state. This Ability does not heal; it is a stop-gap measure until a clinic can be found. This Ability can be used once per person.
| The Parthas Order uses: chains, horseshoes, ribbons, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Parthas Order primarily uses Yellow, with accents of black and purple.
|-
| style="background-color:#efefef;" | Knightly Code (Code of Tyat)
|
* Your character may never decline a bounty, and must always seek them out
* Your character may never break off a hunt for a bounty until capture
* Your character may never use ranged weapons
* Your character may never kill unless on the battlefield or at war
* Your character may never insult horses, or horse riders
* Your character may never lie, or deceive, unless when hunting
* Your character cannot join the City Guard, except as a contract Bounty Hunter
* Your character can become a Houseguard
* Your character can become a Mercenary, and is even encouraged to do so
|-
| style="background-color:#efefef;" | Combat Style
| Parthas Knights often fight with non-lethal weapons, or chains and whips and lassos, and can fight either on foot or on horseback.
|}
|}

Revision as of 21:30, 30 July 2021

Tangerine.gif
"Can we call speculating over unreleased content Schrodinger's Tangerine" - Okadoka 4/20/21

Keep in mind, content on this page will shift and change.

A map of known Aloria. The Regalian Empire is colored in dark purple, with treaty members colored in a brighter pink.
  • Crown-Heartlands
    • Regalian Archipelago
    • Ithanian Sovereignty
    • Etosian Theocracy
    • Lusits Kingdom
    • Gallovian Principality
    • Killarallis, Sirallis, and Arvost Republican Sphere
  • Crown Dependencies
    • Nordskag Kingdom
    • Hedryll Kingdom
    • Ostynde Kingdom
    • Arlora Kingdom
    • Torse Kingdom
    • Silbrae Republic
    • Dormin Republic
    • Kelmoria Protectorate
    • The Moors
      • Talamoor Kingdom
      • Talath Kingdom
      • Ermoor Duchy
      • Iramoor Kingdom
      • Teliannh Kingdom
      • Yervonth Kingdom
      • Menvonth Kingdom
      • Isvonth Kingdom
      • Carmoor Kingdom
    • Chrysant States
      • Thomt Kingdom
      • Alvaan Kingdom
      • Rists Republic
      • Mulac Duchy
      • Chazr Republic
      • Qwilac Kingdom
      • Monzzthae Kingdom
      • Thaqz Duchy
      • West Hadar
      • East Hadar
    • Solacian Governorate
    • Taria
    • Bunisle
    • Daen Govenorates
      • Tertaverra
      • Cañuz
      • Caslin
      • Costa Marte
      • Costa Daen
      • Sol Lucia
      • Hallonq
      • Osso
      • Massif
      • Basqlierra
      • Mataderro
      • Frontierra
    • Minaal Protectorate
    • L’Elvellen Principality
    • Salarian Duchy
    • Visois Duchy
    • Andois Duchy
    • Sulèce Duchy
  • Crown Colonies
    • Mulére Colonial Charter
    • Trois Etoile Colonia Charter
    • Montbartre-Etère Colonial Charter
    • Maarket Colonial Charter


Education Information
Location(s)
Permitted Race(s)
Education Style Boarding School with Lecture Format
Learning Time 10 years, starting at age 16
Code of Conduct -Your character must always promote Altalar Culture.
-Your character must be pro-Allorn Empire.
-Your character must avoid partnerships with lesser Races.
OOC Rules -Be sure to read the Altalar page, as the School of Ïstorei teaches its students based on Altalar principles.
-Statesman and Diplomacy Schooling Packs go well with this Education.
Proficiencies Writing Art, Arcanlology, Sorcery, Linguistics

Parthas Order

Parthas Order (click for more information)
caption
Theme The Parthas Knights are primarily Bounty Hunters, Slavers, Slave-Guards and abductors of persons of interest. As Knights, Parthas Knights have operated from Hellatia since the arrival of the Etosian Church, acting as a military arm to enforce the Saffran Law on the people, but also to act as an extended arm to capture enemies of the church. In the past, the Parthas Order controlled a large part of the Azure Order, many of its members being dual-members, but since the order fell, the Parthas Order has operated on its own. They continue to seek bounties to capture special individuals, earning money and fame through their exploits.
Magic Usage Magic Usage is completely banned in the Parthas Order, anyone practicing to be expelled. Aberrants are not permitted among them, but Undead are.
Race Limits Any Race or Religion can become a Parthas Knight, except races that can legally be enslaved in Regalia.
Symbols The Parthas Order uses: chains, horseshoes, ribbons, as symbols.
Colors The Parthas Order primarily uses Yellow, with accents of black and purple.
Knightly Code (Code of Tyat)
  • Your character may never decline a bounty, and must always seek them out
  • Your character may never break off a hunt for a bounty until capture
  • Your character may never use ranged weapons
  • Your character may never kill unless on the battlefield or at war
  • Your character may never insult horses, or horse riders
  • Your character may never lie, or deceive, unless when hunting
  • Your character cannot join the City Guard, except as a contract Bounty Hunter
  • Your character can become a Houseguard
  • Your character can become a Mercenary, and is even encouraged to do so
Combat Style Parthas Knights often fight with non-lethal weapons, or chains and whips and lassos, and can fight either on foot or on horseback.