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===Ability Summary & Yanera Abilities===
{{Info literature
All Yanar have access to the Common Yanar Abilities, while only Yanera Flor, Fae, and Dul have access to their respective Ability kits.
|author = Cedromar I & Domenico Lampero
|genre = Nonfictional Prose
|accessibility = Common Knowledge
|}}
The Code of Ehrenhof is a code of conduct and honor implemented by Emperor Cedromar I and Primae Domenico Lampero after the Viridian Order’s latest reform, replacing the previous Code of Charlemois written by Primae Yvrize. The code dictates how the Knights should treat each other, as well as citizens and the Imperial family. The code strictly dictates discipline and loyalty to one another as well as the realmo, and failing to meet the requirement of this code often leads to public lashings or expulsion and humiliation.


====Common Yanar Abilities====
==Code of Ehrenhof==
# '''Müt fur alle''' Courage for the face of Unionism. To face certain death when it is demanded by the Emperor, or by the cause of Union, and above all to protect the cause of Union, the royal heirs, the Imperial Family and the Supreme Reverend and men of the Holiest Cloth. Knights failing in their duty are sinners of the worst degree. Knights who fall to the vices of heresy and blasphemy fall to the highest degrees of justice.
# '''Wort gegen die Ungerechtigkeit''' To take pity on the poor, the helpless, the wounded, the impaired, the destitute, and the sickly. Give alms to those in need, care for those who cannot, and defend those who may not be able to raise a weapon. Do not bring harm to those who cannot defend themselves, for honor is a necessity. Fight any attempt to destabilize the Empire, be it on a local or government level, and fight for the command of the Emperor, even if the governments around him should no longer obey.
# '''Ehre ist die Seele''' Honor is the highest form of virtue for the Knights. Honor to duel in fairness. Honor to speak in fairness. Honor to do no act of evil deception, and Honor to those who bring Honor to the Knights. Awareness is demanded for hubris, never to let Honor itself become a goal, and never to let Honor itself become a means for others to degrade or deface or abuse the righteousness of the Knights.
# '''Seid Gehorsam, doch nicht ohne Freimut''' Be obedient, but not without frankness. Plainness in speech and openness leads to a better leader and follower relation with trust and merit. Knights are permitted and encouraged to criticize their leadership when they disagree with the course of policy, but must remain obedient to the hierarchy of the Order and the Empire.
# '''Tapferkeit ohne Wehleidigkeit''' Learn to suffer without complaint. For to complain is to deface the will of the Imperial Spirit, and to suffer with self-pity is to deny yourself the courage and standing for your own merit. A guard caught self-defacing, self-deprecating or complaining about their station, situation or other events is in violation of the Code.
# '''Gegen sich mehr noch als gegen Andere''' Be even harder on yourself than on others, as you should always endeavor to hold yourself to a higher standard than what you ask of others, even if you ask the impossible. A Knight that does not self-improve is a stagnant complacent, and complacency to the eyes of the Imperial Spirit is a sin. Knights should always self-punish when found in collective guilt over others.
# '''Aufrichtigkeit''' Sincerity, speak of your feelings, beliefs, thoughts, and desires without restraint or constraint or fear of judgement from peers. Sincerity is a sin of Cere, a sin that allows one to grow. Secrecy and deceit has no place among the Knights. Knights should speak honestly and clearly, but not with spite or hurtful intent.
# '''Zurückhaltung''' Restraint in counter activity. Endeavor to satiate, but not to overindulge. Deprive one’s self from excess, but do not deprive others, for this is a test of self-value. Knights do not display greed, Knights do not envy or covet the wealth and richness of others. Knights do not retaliate, revenge, or seek vengeance both in word or act against those who they perceive as slighters. Knights should not demean themselves by engaging in plotting, deceit and shrewd politics.
# '''Zielstrebigkeit''' Determination and Discipline. Finish what one starts and never divert from one’s plans unless the situation begs it so. To seem inconsistent and wishy-washy is to show contempt to discipline. Contempt to discipline leads to laziness, while Knights are to be heralded as the pillars of stability of the Empire. Knights should be determined and disciplinary, sticking to their plans to the end.
# '''Selbstaufopferung''' Self-effacement. More substance to the person than semblance. A person must have equal value decked in golden armor with medals as a pauper dressed in rags. A Knight should not wear their identity on them as a statue or a painting, rather, the value of any man ever is truly only judged when exposed to the Imperial Spirit and without clothes or wealth. A Knight should not be vain.
# '''Treue zu Selbst''' Loyalty to one’s self. One must always be aware that following the virtues of Ehrenhof is never possible to the fullest extent. Failure will always occur. Failure will lead to growth. Failure must be recognized, but not be dwelled on. Admittance to failure should never lead to complacency, for acknowledging is not indulging. A Knight who seeks to excuse himself is a failure to the order and trueness to self. A Knight should acknowledge their own shortcomings, but not wallow in them.


{| class="wikitable"
==Trivia==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
*Some traditionalists outside of the Viridian Order believe that the Charlemois Code should've remained as it was, though all Viridian Knights are quick to note that all aspects of the older Honor Code were included in Ehrenhof.
! Ability Name
*The Code of Ehrenhof derives its name from Ehrenhof Castle, a Kade-owned fortress where Cedromar wrote his original draft.
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Sorcery Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip:  Sorcery Skill 1 | If the Character has purchased at least 1 Sorcery Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
}}
|-
| style="background-color:#cbf1cb;" | World Shift 1
| Control Power
| Self
| Grants the user {{#simple-tooltip: World Shift 1 | The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall.
}}
|-
| style="background-color:#cbf1cb;" | Flux Shift 5
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 5 | This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Yanar Biology 1  | The Yanar is composed primarily of plant matter. When the Yanar dies, or goes through the Wyldbirth Cycle, they shed their body as fertilizer and are reborn after 48 hours. This new body can have a completely different appearance, be of a different Yanera subspecies, have a different personality, different Body Shape, but must always have the same Proficiencies. For more specifics, read the Wyldbirth section above under Physical Characteristics. A Yanar can only go through Wyldbirth 4 times a year, based on the 4 seasons. Additionally, the Yanar is able to exert minor influence on the flora around them, causing them to sway with a wave of the character’s hand.
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Yanar Biology 2 | The Yanar can, while in a region or area affected by Home Enchant 7, meditate while holding hands with as many other characters with Yanar Biology 2, and up to one character without Yanar Biology 2, drawing them into a communal dream-realm. While in this realm, they can talk and share photo-like images of memories to others in dream. Anyone can leave the realm at will, or be forced out of it if their meditation is disturbed. Additionally, the Yanar can forcibly bring anyone who is fully restrained or incapacitated into the dream realm as well. This is not voluntary, and the target cannot leave on their own. The target cannot close their eyes, allowing the Yanar to bombard them with flash-like photos of memories, sounds, and smells in rapid succession. This can only be used on one target at a time, and can only be disrupted by the Yanar ending it, or being forced away from the Target.
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Yanar Biology 3 | The Yanar can summon a plant or bark stave between 5 to 6 feet long that is as tough as steel. It can be freely given to others, but will rot after 48 hours. The Yanar can re-absorb the Stave at will by touching it, and can only summon one stave at a time. It can be stolen from the Yanar. Additionally, the Yanar can plant a piece of fruit in a region affected by Home Enchant 7, growing a domestic-cat sized familiar called a Yattil that takes on features of the fruit and a certain kind of animal. The Yattil is purely aesthetic, and can interact with their Yanar owner in friendly ways, but cannot be hurt or assist in any functional capacity. Only one Yattil can exist at any given time, though the Yanar can re-plant the Yattil to change its fruit or animal type.
}}
|-
| style="background-color:#cbf1cb;" | Home Enchant 7
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 7 | The user is able to use Home Enchant 7 inside any Player Region such as Rental House Region or Clandestine Base, or a 10x10 area of greenery, to transform it into a Solur Garden. This Garden allows any plants to be grown within them, and protects them from Corruption or Fungus, even from Abilities such as Vile Vine 1. In addition, the Garden can have any number of small Solur Companions, which are mostly aesthetic acorn-sized familiars that cannot leave the confines of the garden. If the Garden is attacked or intruded upon, these Solur companions will jump at the assailants, one per intruder. From there, they will explode and reduce all Combat Proficiencies of the user by 25%. This effect remains for as long as the intruders are in the garden, or up to an hour maximum. If the Garden is burned, this Region Enchant ends, and the same area cannot be re-enchanted for 24 hours. Only one Region or area may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with Sunflowers.
}}
|-
|}
====Yanera Flor====
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Light Mend 3
| Magic Spell
| Self
| Grants the user {{#simple-tooltip:  Light Mend 3 | The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
}}
|-
| style="background-color:#cbf1cb;" | Flux Shift 6
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 6 | The user is able to change their Body Shape, Body Fat, Sex and Body Hair (including top hair and facial hair: color, texture, shape and consistency) at any point, seamlessly and instantaneously.
}}
|-
|}


====Yanera Fae====
{{Literature}}
{| class="wikitable"
{{Accreditation
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|Artists =  
! Ability Name
|Writers = MonMarty, FireFan96
! Ability Type
|Processors =  
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Flux Shift 7
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 7 | The user is able to shift races on themselves. Unlike Flux Shift 1 however, there is no flexibility to change individual aspects. Flux Shift 7 simply translates the exact person as they look in their original race, to whatever race they have chosen, with all visual features that make them recognizable translating over to the new race’s equivalent features. Even if logic would dictate that a race shift from Ailor to Url would become unrecognizable, they still are. Their voice also remains the same.
}}
|-
| style="background-color:#cbf1cb;" | Empath Sense 2
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip:  Empath Sense 2 | The Character may blank their own emotional state while focusing on a single person within Emote Distance. As long as focus and a stare is maintained, the Character will duplicate the emotions and feelings of the Target and feel them, themselves. For example, extreme grief or joy, or heartache and melancholy. This does not explain why they feel that way, it simply copies the feeling to the user without altering the feelings of the Target.
}}
|-
|}
====Yanera Dul====
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#cbf1cb;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
| style="background-color:#cbf1cb;" | Yanar Biology 4
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Yanar Biology 4 | The Yanar can target one person within Emote Distance, and alter the aesthetic visuals of their body via plants and petals to suit the person’s interests. For example, the person’s favorite color, or flower, or hair length might appear or re-appear on the Yanar’s body. Additionally, these Yanar always produce an Emote Range wide floral scent that smells different to each person that smells it, always representing their favorite floral or fruity smell.
}}
}}
|-
|}

Revision as of 16:19, 6 June 2021

This Page is prone to Shrodinger's Tangerine. "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.


TestFire
Literature
AuthorCedromar I & Domenico Lampero
GenreNonfictional Prose

The Code of Ehrenhof is a code of conduct and honor implemented by Emperor Cedromar I and Primae Domenico Lampero after the Viridian Order’s latest reform, replacing the previous Code of Charlemois written by Primae Yvrize. The code dictates how the Knights should treat each other, as well as citizens and the Imperial family. The code strictly dictates discipline and loyalty to one another as well as the realmo, and failing to meet the requirement of this code often leads to public lashings or expulsion and humiliation.

Code of Ehrenhof

  1. Müt fur alle Courage for the face of Unionism. To face certain death when it is demanded by the Emperor, or by the cause of Union, and above all to protect the cause of Union, the royal heirs, the Imperial Family and the Supreme Reverend and men of the Holiest Cloth. Knights failing in their duty are sinners of the worst degree. Knights who fall to the vices of heresy and blasphemy fall to the highest degrees of justice.
  2. Wort gegen die Ungerechtigkeit To take pity on the poor, the helpless, the wounded, the impaired, the destitute, and the sickly. Give alms to those in need, care for those who cannot, and defend those who may not be able to raise a weapon. Do not bring harm to those who cannot defend themselves, for honor is a necessity. Fight any attempt to destabilize the Empire, be it on a local or government level, and fight for the command of the Emperor, even if the governments around him should no longer obey.
  3. Ehre ist die Seele Honor is the highest form of virtue for the Knights. Honor to duel in fairness. Honor to speak in fairness. Honor to do no act of evil deception, and Honor to those who bring Honor to the Knights. Awareness is demanded for hubris, never to let Honor itself become a goal, and never to let Honor itself become a means for others to degrade or deface or abuse the righteousness of the Knights.
  4. Seid Gehorsam, doch nicht ohne Freimut Be obedient, but not without frankness. Plainness in speech and openness leads to a better leader and follower relation with trust and merit. Knights are permitted and encouraged to criticize their leadership when they disagree with the course of policy, but must remain obedient to the hierarchy of the Order and the Empire.
  5. Tapferkeit ohne Wehleidigkeit Learn to suffer without complaint. For to complain is to deface the will of the Imperial Spirit, and to suffer with self-pity is to deny yourself the courage and standing for your own merit. A guard caught self-defacing, self-deprecating or complaining about their station, situation or other events is in violation of the Code.
  6. Gegen sich mehr noch als gegen Andere Be even harder on yourself than on others, as you should always endeavor to hold yourself to a higher standard than what you ask of others, even if you ask the impossible. A Knight that does not self-improve is a stagnant complacent, and complacency to the eyes of the Imperial Spirit is a sin. Knights should always self-punish when found in collective guilt over others.
  7. Aufrichtigkeit Sincerity, speak of your feelings, beliefs, thoughts, and desires without restraint or constraint or fear of judgement from peers. Sincerity is a sin of Cere, a sin that allows one to grow. Secrecy and deceit has no place among the Knights. Knights should speak honestly and clearly, but not with spite or hurtful intent.
  8. Zurückhaltung Restraint in counter activity. Endeavor to satiate, but not to overindulge. Deprive one’s self from excess, but do not deprive others, for this is a test of self-value. Knights do not display greed, Knights do not envy or covet the wealth and richness of others. Knights do not retaliate, revenge, or seek vengeance both in word or act against those who they perceive as slighters. Knights should not demean themselves by engaging in plotting, deceit and shrewd politics.
  9. Zielstrebigkeit Determination and Discipline. Finish what one starts and never divert from one’s plans unless the situation begs it so. To seem inconsistent and wishy-washy is to show contempt to discipline. Contempt to discipline leads to laziness, while Knights are to be heralded as the pillars of stability of the Empire. Knights should be determined and disciplinary, sticking to their plans to the end.
  10. Selbstaufopferung Self-effacement. More substance to the person than semblance. A person must have equal value decked in golden armor with medals as a pauper dressed in rags. A Knight should not wear their identity on them as a statue or a painting, rather, the value of any man ever is truly only judged when exposed to the Imperial Spirit and without clothes or wealth. A Knight should not be vain.
  11. Treue zu Selbst Loyalty to one’s self. One must always be aware that following the virtues of Ehrenhof is never possible to the fullest extent. Failure will always occur. Failure will lead to growth. Failure must be recognized, but not be dwelled on. Admittance to failure should never lead to complacency, for acknowledging is not indulging. A Knight who seeks to excuse himself is a failure to the order and trueness to self. A Knight should acknowledge their own shortcomings, but not wallow in them.

Trivia

  • Some traditionalists outside of the Viridian Order believe that the Charlemois Code should've remained as it was, though all Viridian Knights are quick to note that all aspects of the older Honor Code were included in Ehrenhof.
  • The Code of Ehrenhof derives its name from Ehrenhof Castle, a Kade-owned fortress where Cedromar wrote his original draft.

Accreditation
WritersMonMarty, FireFan96
Last EditorFirefan96 on 06/6/2021.

» Read more