Faith Manifest

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Faith Manifest is the oldest form of non-Magic Abilities still around the world, not related to any Affliction, and being a very normal part of the religious communities that they sprung up from. Faith Manifest, at its core, is the act of using Abilities manifested by faith, to express greater religious devotion and proselytization. Those who use Faith Manifest are called Ritualists, or Faith Manifesters. Mechanically speaking, Religion in the world is so powerful in the mind of the followers, that it manifests their ability to express their belief externally through Abilities. These Abilities are seen as mundane in each society where they are used, though religious individuals of other faiths might condemn Faith Powers used by preachers of other Religions as Aberrancy and Occult, believing them to be of the Void or Exist (even if they are not). Faith Manifest is not free to use for any Character. Faith Manifest requires a Special Permission called Faith Manifest (previously called Ritualist). The rules for Faith Manifest are recorded below, but can also be found in the summarized version of the Special Permission Application Manual on the Forums.

Rules of Faith Manifest

  • A Character that has Faith Manifest cannot have an Affliction at the same time. Should the Character become Afflicted, Faith Manifest is disabled until they are cleansed or cured. Some exceptions may be made.
  • A Character that has Faith Manifest cannot have Sorcery or other non-Racial Abilities, depending on the Religion and Faith Manifest Kit. Questions about exceptions should be made on the RP Community Discord Ticket Bot.
  • There is no direct cost associated with Faith Manifest. Some Religions like Unionism, will require special Proficiency Investments in Seminary Proficiency however.
  • Faith Manifest characters must be devout. This means no sinning in private and piety in public. Characters must be internally consistent with their religion.
  • Faith Manifest characters lose Faith Manifest as soon as they stop believing, or even start doubting in their Deity(ies).
  • All Faith Manifesters gain the Common Kit, shared between all Religions. On top of that, each Faith Manifester gains their Religion-specific Kit.
  • Religion not on the list? No problem! We write a new Kit each time a Character is approved for Faith Manifest for a religion that was not previously on the list yet.
  • Characters who apply for Faith Manifest should primarily be religious figures. Combat or Utility focus is not excluded, but leaning too hard into either of these will get rejected.
  • Player created religions or personalized variants of religions that do not follow the exact doctrine of that religion as defined in canon lore will not be included in Faith Manifest.
  • Faith Manifest never confers Aberrancy status or Occult Status. All Abilities held within this kit are not Dimensional based but Alorian Primal based and do not make the user Occult.

Common Faith Manifest Kit

Ability Name Ability Type Ability Range Ability Description
Spiritual Will 1 Faith Power Self Grants the User Spiritual Will 1

Holy Scriptures 1 Faith Power Direct Touch Grants the User Holy Scriptures 1

Holy Manifestation 1 Faith Power Self Grants the User Holy Manifestation 1

Holy Crafts 1 Faith Power Emote Distance Grants the User Holy Crafts 1

Religion Specific Faith Manifest Kits

Here follows a list of religion-specific Faith Manifest Kits. This list is not final, for every applicant of a religion not on this list, a new table will be generated with associated content. In most cases, Faith Manifest Kits will include Abilities already found in other Ability Kits where thematically appropriate. While there is no "cost" per se for these Abilities, some requirements are already included in the Permission itself. Unionist Faith Manifest for example requires a minimum amount of Seminary training in Proficiency Points before one is allowed to use Faith Manifest, even after approval of the Special Permission. If special conditions are attached to a specific religion, you will be informed of the requirements after your Permission is approved.

Draoidh Feya

Draoidh Feya is a religion sprung from the Ériunin people of Ériu-Innis. In their faith, all matters spiritual are governed by a pantheon of gods, ruling over five Realms that exist besides each other. Their lore steeped in folklore and myth, stewarded by druids who roam the land, preaching, and finding ways to contact the other Realms.

Ability Name Ability Type Ability Range Ability Description
World Shift 1 Control Power Self Grants the User World Shift 1

Peace Reign 1 Control Power Event Venue Grants the User Peace Reign 1

Exorcism 1 Control Power Emote Distance Grants the User Exorcism 1

Unionism

Unionism is the world’s largest religion, a religion of dominant Ailor-focused world-control, believing that an ethereal Spirit judges and oversees the destiny of Ailorkind (and associated Races) to one day rule the world and bring about harmonious paradise through conquest and subjugation.

Ability Name Ability Type Ability Range Ability Description
Martyr's Light 1 Faith Power Emote Distance Grants the User Martyr's Light 1

Lady's Benefit 1 Faith Power Self Grants the User Lady's Benefit 1

Exorcism 2 Control Power Emote Distance Grants the User Exorcism 2

Old Gods / Pagan Ailor Faiths

Old Gods and by extension Pagan Ailor Faiths represent a greater collection of Ailor pre-civilized religions that sprung up from the old Ceardian continent and survive to this day. Innately shamanistic, these religions place a great deal of personality and folklore in objects, places, and animals, with lessons to be taught for the faithful.

Ability Name Ability Type Ability Range Ability Description
Element Control 1 Magic Spell Self Grants the User Element Control 1

Element Control 2 Magic Spell Emote Distance Grants the User Element Control 2

Element Control 3 Magic Spell Emote Distance Grants the User Element Control 3

Element Control 4 Magic Spell Direct Touch Grants the User Element Control 4

Shambala

Shambala is a Songaskian Religion in which they believe their Dragon ancestors ascended to the Sun to watch over all and judge their souls. Shambala worshipers heal the world by passing on the souls of the dead, and demand good conscience and morality of its followers in fear of the blinding judgement of the sun’s light.

Ability Name Ability Type Ability Range Ability Description
Light Mend 3 Magic Spell Self Grants the User Light Mend 3

Magic Sight 2 Toggle Passive Self Grants the User Magic Sight 2

Primal Divination 1 Primal Power Self Grants the User Primal Divination 1

Nessrassian

Nessrassian is a Slizzar Religion, believing in a wider range of magnificent Deep-Sea Serpents each with their lordship over mental and social control, the ability to wield shrewd politics, social engineering, propaganda, and particularly manipulation, to one’s advantage over everyone else.

Ability Name Ability Type Ability Range Ability Description
Servile Collar 1 Control Power Direct Touch Grants the User Servile Collar 1

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

Arken Sense 1 Toggle Passive Emote Distance Grants the User Arken Sense 1

Arken of Power Worship

Worship of the Arken of Power is as ubiquitous as other Arken Worship, but is most predominantly found in the Kathar Dread Empire. This branch of Arken worship is present in Regalia, still, manifesting as smaller cults under the surface of society. The Arken of Power values control and power over others, and preventing others from having power over it and its worshippers.

Ability Name Ability Type Ability Range Ability Description
Control Counter 1 Toggle Passive Self Grants the User Control Counter 1

Servile Collar 1 Control Power Direct Touch Grants the User Servile Collar 1

Arken Sense 1 Toggle Passive Emote Distance Grants the User Arken Sense 1

Cult of the Dark Ancient Djjwa Ifirti

The Cult of the Dark Ancient Djjwa Ifirti is a Faith of the Dark Ancients sub-cult that worships this particular Dark Ancient, a manifestation of a Void God that hungers for more knowledge, to know more and to see more, sometimes also called the Thousand Eyes God or Inth depending on the person.

Ability Name Ability Type Ability Range Ability Description
Inth Gift 1 Control Power Emote Distance Grants the User Inth Gift 1

Inth Gift 2 Control Power Direct Touch Grants the User Inth Gift 2

Inth Gift 3 Constant Passive Self Grants the User Inth Gift 3

Cult of the Supreme Power Odella

The Cult of the Supreme Power Odella is a Cult of Evolution sub-cult that worships this particular Supreme Power, a manifestation of a Void God that preaches the need for mental prowess and intellect over brawn and strength, while keeping a keen eye on any invasions of the mind and unwanted intrusions of memories.

Ability Name Ability Type Ability Range Ability Description
Keen Mind 1 Trigger Passive Emote Distance Grants the User Keen Mind 1

Empath Sense 5 Constant Passive Emote Distance Grants the User Empath Sense 5

Inth Gift 3 Constant Passive Self Grants the User Inth Gift 3

Cult of Order / Faith of Estel

The Cult of Order and Faith of Estel by extension worship Exist Essence and Estel, including all of her many divine and semi-divine creatures such as Arken, Avatars, Exist Colossi and the Pantheon of Estel. These Religions all celebrate the hegemony of Estel as the all-creator and mother-goddess of everything.

Ability Name Ability Type Ability Range Ability Description
Order Brand 1 Object Enchant Self Grants the User Order Brand 1

Arcane Mastery 1 Magic Spell Emote Distance Grants the User Arcane Mastery 1

Casting Light 1 Magic Spell Emote Distance Grants the User Casting Light 1

Call of Vakgar and Makosh

Call of Vakgar and Makosh is the faith of the Eronidas. It involves the belief that the world is a hunt-or-be-hunted world, where every fight and successful task completed with bravery and skill is an offering to Vakgar and Makosh, caught in their eternal battle with Yazgar the Flying Serpent Monster.

Ability Name Ability Type Ability Range Ability Description
Body Morph 1 Toggle Passive Self Grants the User Body Morph 1

Super Self 1 Mythic Shift Self Grants the User Super Self 1

Dueling Brand 1 Object Enchant Self Grants the User Dueling Brand 1

Holy Crafts

The Holy Crafts I Ability contains additional rules for each of the below-mentioned Proficiencies. Each of these effects must purely be aesthetic and non-functional, and confer no advantages during combat (unless explicit OOC or IC consent is given for there to be an advantage). Unlike Spiritual Will I however, they may be used in Combat to make the aesthetics of CRP more personal.

Proficiencies Effects
Drawing Art or Painting Art All Ritualists of all Religions can apply faux-movement effects to these objects, they are not real moving effects in the sense that scenes come alive, but objects within the scene may show some stationary movement, such as an unmoving maiden whose hair gently waves in the wind, a standing candle’s flame flickering, churning clouds, and reflective water ripples. Additionally, any object made from these proficiencies may also be given a slight glowing effect of any color.
Sculpting Art, Pottery Art, Wooden Art, Glass Art All Ritualists of all Religions can also apply Holy Scriptures I to objects made from these Proficiencies. Additionally, any object made from these proficiencies may also be given a slight glowing effect of any color.
Needlework Art, Fabric Art, Leatherwork Art, Fineweave Art All Ritualists of all Religions can also apply Holy Scriptures I to objects made from these Proficiencies. Additionally, any object made from these proficiencies may also be given a slight glowing effect of any color.
Musical Skill Category Any performance from a Ritualist, or a Ritualist accompanying another performance by other character(s), may include some aesthetic sounds from the religion of the Ritualist. For example, a Unionist Ritualist may accompany vocals with monastic choir chanting, a Draoidh Feya may accompany a harp player with the musical giggles and song of fairies, and a Ritualist of the Bleeding Crown may accompany a piano play with the wailing of damned souls in the abyss.
Metallurgy, Finecraft Science Ritualists may apply a Religion-specific effect to any object made from these Proficiencies. A list of Religions follows with specific effects:
  • Draoidh Feya Ritualists cause these objects to sound like a portal to one of the Five Realms, when held close to the ear, with all sounds heard there-in.
  • Unionism Ritualists cause these objects to glow in golden light, with visual non-physical trails of golden light following the object as it moves.
  • Old Gods / Ailor Pagan Ritualists can cause the non-physical image of an ancestor to appear when using these items, aiding the user spiritually in using them.
  • Shambala Ritualists can cause these objects to appear to have been made out of solid light of any color instead of actual metal, with a glow.
  • Nesrassian Ritualists can cause these objects to appear to have tendrils/scale and/or any number of snake eyes, instead of actual metal.
  • Djjwa Ifirti Ritualists can cause these objects to appear to have been made out of paper instead of actual metal, with trails of book pages following their movement.
  • Faith of Estel / Cult of Order Ritualists can cause these objects to appear to have been made out of symmetrical crystals instead of actual metal.
  • Call of Vakgar and Makosh Ritualists can cause these objects to appear to have been made out of hunting trophies instead of actual metal.
  • Ordial Cultists can etch Deathspeech runes into these objects, allowing them to turn ethereal green and visibly spectral when being used.

Accreditation
Writers MonMarty
Artists N/A
Processors birdsfoot_violet
Last Editor Birdsfoot violet on 04/30/2021.

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