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==Clandestine Raids==
Welcome to MassiveCraft! This is the New Roleplayers' Guide.  Do not be afraid to ask questions in the [https://www.massivecraft.com/discord-roleplay Discord]. Other players or staff members should be able to help clear up any confusion.
There are some scenarios in Crime Roleplay that may see Clandestine Bases targeted by large groups Mercenary Bands, Bounty Hunters, or Rival Gangs. In these scenarios, the following points must be followed.
===Rule-Free Raids===
There are two different types of Rule-Free Raids. These are the type of Raids where there are no rules attached to attacking Clandestine bases, and everything is free-game. Lore Staff may be called for in tickets to moderate, but will not automatically be present.


Any raid on a base with 3 individuals or less does not fall under an official raid, and as such can be done rule-free. If however the inhabitants of the Base are not present, this attack will have to be moved until they are. If additional people come to aid the 3 attackers (even if they are not directly affiliated), that then becomes an official raid, and will fall under Raid Rules.
==The World==
Any raid on a base that is an immediate retaliation to an IC conflict that occurred that day, is rule-free. What this means is that for example, if a group abducts a member of an opposing gang, attacks a member, or engages in vandalism, the victim group can attack their base at any time as long as it is done on the same day as the conflict occurred. If the conflict creators go back to their base and immediately log off, this should be reported to Lore Staff, who can then give permission for another rule-free raid some other day.  
MassiveCraft's lore is set in a universe called Aloria, a late medieval universe on the cusp of advancing. It is a world where knights in heavy armor, barbarian wildlings in thick fur, haughty Elven Mages, and caped French musketeers freely mingle. Aloria is a story of great Empires, the marks they have left on history, and the people they leave behind when they collapse. Most information about the world is held on Heritage pages, which explain how Characters from different parts of the world feel about culture, religion, Magic, and one another. All Heritages can be found on the [[Races]] page, but a neat summary of each is below. These summaries include physical form as well as lore information, and are grouped by shared story.
===Heritages===
Aloria's population is broken down into various Heritages, each with their own designs, histories, and themes. For organization, Heritages are broken down into the following lineages, which have common themes.


Raids with 3 people or less are not considered raids, and are just fluent RP. Furthermore, the raid-rules and Clandestine Base protections should not be used to avoid RP consequences. RP Conflict is always favored over base protections. That being said, some Raid Rules do exist to make other raids go fluently.
[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
===Rule-Enforced Raids:===
*Ailor are standard humans, and the average of all Heritages.
Sometimes it is necessary to enforce some rules to make Raids go smoothly, because there can be a lot at stake during a major conflict roleplay. These rules are designed not necessarily to enforce fairness (since everyone should always try to win), but rather transparency, so that everyone can rest assured that there was no cheating or god-rp or powergaming. If a Raid cannot immediately happen on the same day as the reason for the Raid occurred (for example if the Attacker cannot round up enough people), such a Raid must be planned ahead, in which case it becomes a Rule-Enforced Raid.
*Skyborn are technology people focused on innovation.
*Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
*Dwarves are standard dwarves fighting for their homeland.
*Eronidas are Orc-like philosopher warriors and poets


Raiding attackers can be any number, and do not need to be proportional or fair or equal to the opposing side, but all Attackers and Defenders need Approved Character Applications. There is no limit to the amount of Special Permission holders or Staff that can participate on either side.
[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
A Base can be any special region, Clandestine Base, or Countryside property, including Noble Estates and Chapter Headquarters, but can never be Graygate Prison, the Imperial Palace, or the Howlester Palace. Attacking a Calendar event location is only permitted if the hoster gives permission.
*Teledden are standard elves with an ancient history.
Before a Raid can begin, both owner and raider must agree on a time OOCly to coordinate the attack. This time must always be within the reasonable prime-time ranges (22:00-04:00 London Time). If the defender refuses to set a time and date, the raid is automatically forfeit for the defender and they lose.
*Lanlath are mystical high elves from a sealed-away realm.
Once a time and place has been agreed upon, both Raid leader and Base leader must make a RP Com Discord Ticket, listing the time and date and place, as well as a list of all Character Apps of those present. When this list is posted, the list is “locked in” and cannot be changed. Anyone joining late will be told to leave. Lore Staff will send an approval back, and then join for moderation. Raids cannot happen without moderation present.
*Suvial are fire elves with skills in Demon-taming.
Each attacking and defending party must have some clear identifier on their skin to identify what party they belong to, this can be an armband, a hat, a tabard, etc, but they must all have the same clear color that is distinct from the opposing party. Attackers must use Red emotes (+4), Defenders must use Green emotes (+8) and Lore staff use Blue emotes to moderate (+7).  
*Solvaan are mercenary wind elves from misty isles.
The Defender may never act in the knowledge that a Raid is coming, as this is considered metagaming. No special defenses or traps may be installed beyond what is already the norm in the base, and no additional counters may be designed for the Attacking party, unless the information of an impending raid is demonstrably acquired by the Defending side through a leak in the Attacking side.  
*Isldar are ice elves exiled and facing a cold war within.
As an attacker, you should factor in at least 2 hours of online-time for the Raid itself, and another hour for post-raid activity. You as attacker may not log off to avoid a counter-attack after a Raid. Defenders may log off if they feel like when the Raid is over.  
*Sihndar are frugal dark elves fighting against Demons.
Raids that are successful must be somehow rewarding for the attacker. It is up to the Defender to provide a reasonable reward for raiding a base (you may consult the Burglary Rules on the Proficiency Page for some ideas). If no reasonable (in the eyes of Lore Staff) reward for winning is provided, the Lore Staff will generate a reward, which can include but is not limited to capturing defenders and destroying parts of a Base that will not repair for at least a week. Defenders do not get any loot or reward, besides successfully defending their Base. Attackers may also forfeit any reward if the bragging rights of winning a battle is good enough for them.
*Kathar are cultist dark elves seeking greater power from dark entities.
*Maquixtl are geneticist elves dwelling in ancient jungles and rural plains.
*Abismaï are probably the cave elves, but I have no idea lol.
*Selvath are wood elves who fiercely guard their forest realms.


These Rules are mostly in place to ensure that defenders and attackers both feel like they have a fair shot at winning, while also ensuring that Staff moderation prevents any rule violations, and that raids feel generally satisfying. It can never be fully satisfying for both sides, as one side must always lose, but we can all work towards ensuring that there are no hard feelings about the outcome of a Raid and that everyone can take the outcome as a transparent and justified outcome.
[[File:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
*Asha are animal-folk seafarers and adventurers.
*Urlan are minotaur hunters fused with a symbiote.
*Narim are insectoids who dwell in the undercity.
 
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
*Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
*Allar are lizardfolk alchemists and educators.
*Slizzar are snake-like shapshifters who can blend into any society.
 
[[File:Ancientraces.png|frameless|20px]] '''Unique Heritages''' are miscellaneous peoples.
*Dragonkin are humanoids descended from the souls of dragons.
*Bralona are inorganic slime and metal people created by dragons.
*Yanar are plan people with an affinity for nature.
*Orion are star-people from the skies curious about the world.
*Mystech are a group of Spirits, Robots, and Homunculi
 
==Extra Reading==
===Magic===
Magic is strongly woven into the history of Aloria as both an uplifting and dangerous force that has started as many civilizations as it has ended them. Different Heritages, Cultures, and Religions have very strong opinions about Magic and its use that can often become polarizing. This section will not go into the nuances of Magic in detail. However, it's a generally good rule of thumb that people and civilizations who have had bad experiences with Magical enemies like Vampires and Demons are more likely to be suspicious of even normal Mages who aren't hurting anybody, while the more familiar a Culture is with Magic, the less likely it is they fear it. Certain Religions impose that only their type of Magic is valid, such as Draconism that only favors Magic from the Dragons. More information about this can be found on Heritage, Culture and Religion pages, as well as the [[Magic]] page.
 
===Affinities and Afflictions===
Besides Heritages, '''Affinities and Afflictions''' can be optional reading for designing a Character in the world of Aloria. These are unique conditions a Character can have that lock them into a certain design niche.
* The [[Arkenborn]] Affinity is for Characters born as the children of the Arken, some of the world's most powerful Demons, worshiped as Gods in some religions. Arkenborn are powerful but mentally unstable and caustic Mages.
* The [[Godborn]] Affinity is for Characters born as children of the Gods, entities venerated by millions of faithful. Godborn follow the story and archetype of their Godly parents, in search of their divine purpose.
* The [[Archon]] Affinity is for Characters who swear fealty to the Dragons, ancient architects of the world and the living, and pledge to join their war against the Demonic and otherworldly as foot soldiers, spies, or strategists.
* The [[Marken]] Affinity is the Alorian word for Werewolves who can lose control over themselves and change forms at strong emotions or the turning of the moon.
* The [[Vampire]] Affliction is as it says, a famed and feared curse that lurks in the corner of every realm, promising sweet gifts of immortality and power at the cost of one's soul.
* The [[Mortisphage]] Affliction is a lesser understood curse sowed by the Dead Gods that lends those struck with it the desire to feed on the memories of others for their fell masters.
* The [[Undead]] Affliction is a blanket term for those who died and came back to life, considered sacred warriors in some religions and accursed to be slain in others.
 
===The Setting===
The actual Roleplay is set in the city of Regalia, the capital of the Regalian Empire. As the Imperial capital, it is host to all walks of society, and generally speaking any concept available works (though more extreme options, like being a Vampire or Undead, might draw hostility and limit Roleplay options unless the player is careful about disguising). Regalia is divided into four areas: the Town, Crookback, the Sewers, and Gloomrot. Most Roleplay happens in the Town proper, where businesses open and people gather. Crossing the bridge into Crookback takes the Character into a space that is more open to the Afflicted, heavily Mutated, and the obviously very Magical, while following the stairs down into the Sewers brings them into contact with the more utterly illegal, such anti-state agents and violent criminals, who need a place to hide. Gloomrot is the dark, shadowy forest in the countryside of Regalia dotted with a few little cottages and taverns, where mysterious creatures lurk and small parties of travelers can frequently be found.
 
===Mechanics===
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.
 
==Getting Started==
* First, join the [https://www.massivecraft.com/discord-roleplay Discord].
* Next, make a forum account. You have to have logged on for that, so log onto MassiveCraft at the IP massivecraft.com, and then log back off.
* Then, go to the [https://forums.massivecraft.com/register/ forums] and make an account with the same name as your Minecraft username.
* After, go to the [https://forums.massivecraft.com/forums/character-applications.290/ Character Sheets] section and read the [https://forums.massivecraft.com/threads/character-applications-template.54735/ template].
* Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
* That’s all! Get on and roleplay.
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.
 
==The Chat System==
* Run /rpmode to leave non-roleplay channels. You are now in Local Chat.
* Run /nick use CHARACTERNAME. Your dialogue will now show up with your character’s name.
** Typing and entering '''Hello.''' will print '''~CHARACTERNAME says: "Hello."'''
** Typing and entering '''jumped.+''' will print '''~CHARACTERNAME jumped.'''
** Typing and entering '''jumped. "Woah!"+''' will print '''~CHARACTERNAME jumped. "Woah!"'''
** Typing and entering '''Hello.$''' will print '''~CHARACTERNAME mutters: "Hello."''' This has a shorter range than normal.
** Typing and entering '''Hello.*''' will print '''~CHARACTERNAME whispers: "Hello."''' This has a very short range.
** Typing and entering '''Hello.))''' will print '''Hello.''' in local Out Of Character chat.
 
==Utilities==
* You can revisit the tutorial at spawn.
* You can use /fav add USERNAME to see when a friend logs on and off.
* There’s an activity board near spawn (/tp Golden Willow) to show you where players are.
* /tp WARPNAME will take you around the city. Warp names often match activity board names.
* If you ever can’t find RP, check #looking-for-rp in the Discord.
* Ask in a ticket if you’re new and struggling to find anyone.

Latest revision as of 01:50, 28 September 2024

Welcome to MassiveCraft! This is the New Roleplayers' Guide. Do not be afraid to ask questions in the Discord. Other players or staff members should be able to help clear up any confusion.

The World

MassiveCraft's lore is set in a universe called Aloria, a late medieval universe on the cusp of advancing. It is a world where knights in heavy armor, barbarian wildlings in thick fur, haughty Elven Mages, and caped French musketeers freely mingle. Aloria is a story of great Empires, the marks they have left on history, and the people they leave behind when they collapse. Most information about the world is held on Heritage pages, which explain how Characters from different parts of the world feel about culture, religion, Magic, and one another. All Heritages can be found on the Races page, but a neat summary of each is below. These summaries include physical form as well as lore information, and are grouped by shared story.

Heritages

Aloria's population is broken down into various Heritages, each with their own designs, histories, and themes. For organization, Heritages are broken down into the following lineages, which have common themes.

Cerkind Heritages are standard humanoids.

  • Ailor are standard humans, and the average of all Heritages.
  • Skyborn are technology people focused on innovation.
  • Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
  • Dwarves are standard dwarves fighting for their homeland.
  • Eronidas are Orc-like philosopher warriors and poets

Elfkind Heritages are the various elf themes.

  • Teledden are standard elves with an ancient history.
  • Lanlath are mystical high elves from a sealed-away realm.
  • Suvial are fire elves with skills in Demon-taming.
  • Solvaan are mercenary wind elves from misty isles.
  • Isldar are ice elves exiled and facing a cold war within.
  • Sihndar are frugal dark elves fighting against Demons.
  • Kathar are cultist dark elves seeking greater power from dark entities.
  • Maquixtl are geneticist elves dwelling in ancient jungles and rural plains.
  • Abismaï are probably the cave elves, but I have no idea lol.
  • Selvath are wood elves who fiercely guard their forest realms.

Beskind Heritages are anthropomorphic peoples.

  • Asha are animal-folk seafarers and adventurers.
  • Urlan are minotaur hunters fused with a symbiote.
  • Narim are insectoids who dwell in the undercity.

Auldkin Heritages are ancient peoples.

  • Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
  • Allar are lizardfolk alchemists and educators.
  • Slizzar are snake-like shapshifters who can blend into any society.

Unique Heritages are miscellaneous peoples.

  • Dragonkin are humanoids descended from the souls of dragons.
  • Bralona are inorganic slime and metal people created by dragons.
  • Yanar are plan people with an affinity for nature.
  • Orion are star-people from the skies curious about the world.
  • Mystech are a group of Spirits, Robots, and Homunculi

Extra Reading

Magic

Magic is strongly woven into the history of Aloria as both an uplifting and dangerous force that has started as many civilizations as it has ended them. Different Heritages, Cultures, and Religions have very strong opinions about Magic and its use that can often become polarizing. This section will not go into the nuances of Magic in detail. However, it's a generally good rule of thumb that people and civilizations who have had bad experiences with Magical enemies like Vampires and Demons are more likely to be suspicious of even normal Mages who aren't hurting anybody, while the more familiar a Culture is with Magic, the less likely it is they fear it. Certain Religions impose that only their type of Magic is valid, such as Draconism that only favors Magic from the Dragons. More information about this can be found on Heritage, Culture and Religion pages, as well as the Magic page.

Affinities and Afflictions

Besides Heritages, Affinities and Afflictions can be optional reading for designing a Character in the world of Aloria. These are unique conditions a Character can have that lock them into a certain design niche.

  • The Arkenborn Affinity is for Characters born as the children of the Arken, some of the world's most powerful Demons, worshiped as Gods in some religions. Arkenborn are powerful but mentally unstable and caustic Mages.
  • The Godborn Affinity is for Characters born as children of the Gods, entities venerated by millions of faithful. Godborn follow the story and archetype of their Godly parents, in search of their divine purpose.
  • The Archon Affinity is for Characters who swear fealty to the Dragons, ancient architects of the world and the living, and pledge to join their war against the Demonic and otherworldly as foot soldiers, spies, or strategists.
  • The Marken Affinity is the Alorian word for Werewolves who can lose control over themselves and change forms at strong emotions or the turning of the moon.
  • The Vampire Affliction is as it says, a famed and feared curse that lurks in the corner of every realm, promising sweet gifts of immortality and power at the cost of one's soul.
  • The Mortisphage Affliction is a lesser understood curse sowed by the Dead Gods that lends those struck with it the desire to feed on the memories of others for their fell masters.
  • The Undead Affliction is a blanket term for those who died and came back to life, considered sacred warriors in some religions and accursed to be slain in others.

The Setting

The actual Roleplay is set in the city of Regalia, the capital of the Regalian Empire. As the Imperial capital, it is host to all walks of society, and generally speaking any concept available works (though more extreme options, like being a Vampire or Undead, might draw hostility and limit Roleplay options unless the player is careful about disguising). Regalia is divided into four areas: the Town, Crookback, the Sewers, and Gloomrot. Most Roleplay happens in the Town proper, where businesses open and people gather. Crossing the bridge into Crookback takes the Character into a space that is more open to the Afflicted, heavily Mutated, and the obviously very Magical, while following the stairs down into the Sewers brings them into contact with the more utterly illegal, such anti-state agents and violent criminals, who need a place to hide. Gloomrot is the dark, shadowy forest in the countryside of Regalia dotted with a few little cottages and taverns, where mysterious creatures lurk and small parties of travelers can frequently be found.

Mechanics

All of MassiveCraft's mechanical systems are explained on the Proficiency page.

Getting Started

  • First, join the Discord.
  • Next, make a forum account. You have to have logged on for that, so log onto MassiveCraft at the IP massivecraft.com, and then log back off.
  • Then, go to the forums and make an account with the same name as your Minecraft username.
  • After, go to the Character Sheets section and read the template.
  • Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
  • That’s all! Get on and roleplay.
  • Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.

The Chat System

  • Run /rpmode to leave non-roleplay channels. You are now in Local Chat.
  • Run /nick use CHARACTERNAME. Your dialogue will now show up with your character’s name.
    • Typing and entering Hello. will print ~CHARACTERNAME says: "Hello."
    • Typing and entering jumped.+ will print ~CHARACTERNAME jumped.
    • Typing and entering jumped. "Woah!"+ will print ~CHARACTERNAME jumped. "Woah!"
    • Typing and entering Hello.$ will print ~CHARACTERNAME mutters: "Hello." This has a shorter range than normal.
    • Typing and entering Hello.* will print ~CHARACTERNAME whispers: "Hello." This has a very short range.
    • Typing and entering Hello.)) will print Hello. in local Out Of Character chat.

Utilities

  • You can revisit the tutorial at spawn.
  • You can use /fav add USERNAME to see when a friend logs on and off.
  • There’s an activity board near spawn (/tp Golden Willow) to show you where players are.
  • /tp WARPNAME will take you around the city. Warp names often match activity board names.
  • If you ever can’t find RP, check #looking-for-rp in the Discord.
  • Ask in a ticket if you’re new and struggling to find anyone.