More actions
Line 11: | Line 11: | ||
Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit magical feel to them. MassiveCraft does not in theory limit the creative freedom of Religious Roleplay. Cleric Talent allows a Cleric to have creative freedom with non-combat religious rituals, such as: igniting or lighting fires with a simple gesture, conjuring images in the air, or in smoke or water, etc. Players are asked to self-moderate with what is reasonable and acceptable in Roleplay to all participants. Clerics in particular are thought of as healers, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Cleric Talent is included for free with the purchase of any Cleric Point Buy Pack. | Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit magical feel to them. MassiveCraft does not in theory limit the creative freedom of Religious Roleplay. Cleric Talent allows a Cleric to have creative freedom with non-combat religious rituals, such as: igniting or lighting fires with a simple gesture, conjuring images in the air, or in smoke or water, etc. Players are asked to self-moderate with what is reasonable and acceptable in Roleplay to all participants. Clerics in particular are thought of as healers, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Cleric Talent is included for free with the purchase of any Cleric Point Buy Pack. | ||
=Religiosity= | =Religiosity= | ||
Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for [[Godborn]], but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. It can even be gained from Gods who are seen as 'dead' or are traditionally absent, as their collective worship and memory powers it instead. God Magic is not seen as traditionally 'Magic' inside of its own Religion. For example, a Unionist [[#Lothar_Order|Lothar Knight]] does not see a Unionist Cleric Point Buy user as a Mage, or heretic, but would see a Fornoss God Magic user as one, and vice versa. Cleric Point Buy specifically is representative of the healers, clerics, and sages of a Religion, who use their magic to heal and empower their allies | Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for [[Godborn]], but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. It can even be gained from Gods who are seen as 'dead' or are traditionally absent, as their collective worship and memory powers it instead. God Magic is not seen as traditionally 'Magic' inside of its own Religion. For example, a Unionist [[#Lothar_Order|Lothar Knight]] does not see a Unionist Cleric Point Buy user as a Mage, or heretic, but would see a Fornoss God Magic user as one, and vice versa. Cleric Point Buy specifically is representative of the healers, clerics, and sages of a Religion, who use their magic to heal and empower their allies. | ||
=Cleric Point Buy Packs= | =Cleric Point Buy Packs= |
Revision as of 23:19, 19 November 2023
The Ability and Proficiency System | |
---|---|
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page. |
The Cleric Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Cleric Point Buy provides Packs for the Character to become proficient in specific types of powers granted by their god, which is used for healing and support. Talomancy is a general term that describes "powers derives from Gods", or more specifically God Magic. It differs from Void or Exist Magic in that it usually comes from the Alorian Realm and as such is native to the roleplay world, but having God Magic does not make a Character Mundane, yet not quite Occult either. Talomancy is accepted in most religious societies as blessings or service to their various Gods, though it is important to note that not all God Magic is equally legal in Regalia. For example, only God Magic from Unionism's schisms are acknowledged as true God Magic in Regalia, while all other forms of God Magic are considered Occult until proven otherwise (which is effectively impossible to prove). There is an exception to this, which is when the Gods granting the powers are extraplanar in nature (i.e. Estelley, Void Worship, Ordial Cultism), in these cases the magic is aligned to those planes, and is not strictly God Magic.
Cleric Talent
Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit magical feel to them. MassiveCraft does not in theory limit the creative freedom of Religious Roleplay. Cleric Talent allows a Cleric to have creative freedom with non-combat religious rituals, such as: igniting or lighting fires with a simple gesture, conjuring images in the air, or in smoke or water, etc. Players are asked to self-moderate with what is reasonable and acceptable in Roleplay to all participants. Clerics in particular are thought of as healers, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Cleric Talent is included for free with the purchase of any Cleric Point Buy Pack.
Religiosity
Cleric Point Buy is mostly considered God Magic, which is Primal in nature, and exclusively granted to people who are devout followers of their God and Religion. God Magic is not something people are born with, except for Godborn, but something people are granted directly by their Gods, or through study in Temples, Monasteries, and Religious Orders. God Magic takes many different forms, and is especially varied depending on the Religion it is drawn from. It can even be gained from Gods who are seen as 'dead' or are traditionally absent, as their collective worship and memory powers it instead. God Magic is not seen as traditionally 'Magic' inside of its own Religion. For example, a Unionist Lothar Knight does not see a Unionist Cleric Point Buy user as a Mage, or heretic, but would see a Fornoss God Magic user as one, and vice versa. Cleric Point Buy specifically is representative of the healers, clerics, and sages of a Religion, who use their magic to heal and empower their allies.
Cleric Point Buy Packs
Players are encouraged to "flavor" and manifest these Packs however they would like based on their Characters' Religion. The Ability descriptions, and Pack Names, below, are purely for OOC categorization and clarity. They are intentionally short and to the point of the mechanics, to encourage players to come up with their own fun ways to describe how they use their magic. For example, a Void Worshipper might use their own blood to cast these abilities, while a Unionist might pray to conjure light, etc etc.
Sacred Healing Pack
This Pack allows the Cleric to heal their allies in Combat.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Healing | Buff Power | Emote Range | Grants the user Sacred Healing | N/A |
Sacred Buff Pack
This Pack allows the Cleric to protect their allies from harmful debuffs and weakening effects.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Buff | Buff Power | Emote Range | Grants the user Sacred Buff | N/A |
Sacred Martyr Pack
This pack allows the Cleric to sacrifice themselves for their allies' benefit.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Martyr | Counter Power | Emote Range | Grants the user Sacred Martyr | N/A |
Sacred Gear Pack
This pack allows the Cleric to enchant their allies' equipment with religious symbols and supernatural vigor.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Gear | Buff Power | 5 Blocks | Grants the user Sacred Gear | N/A |
Sacred Rebuke Pack
This pack allows the Cleric to engage in some apostasy.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Rebuke | Counter Power | Emote Range | Grants the user Sacred Rebuke | N/A |
Sacred Feather Pack
This pack allows the Cleric to protect their allies from life-threatening falls.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Feather | Buff Power | Viewing Distance | Grants the user Sacred Feather | N/A |
Sacred Revive Pack
This pack allows the Cleric to bring their allies back from the brink of death.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Sacred Revive | Buff Power | Self | Grants the user Sacred Revive | N/A |
Exorcism
This Pack allows the Cleric to exorcise the Afflicted and gain protection against them.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Exorcism | Counter Power | 10 Blocks | Grants the user Exorcism | N/A |
|