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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.
{{Info Artifacts
|image          = L19,R1,C1,Baardensang,visible,Normal,255.png
|name            = Baardensang, Scorned Disappointment
|origin          = [[Viridian Order]]
|type            = Weapon
|}}
Baardensang was commissioned by Emperor [[Cedromar I]] as a gift for a specific person, however this person soon disappeared, and the weapons were left carelessly abandoned by the side of the road somewhere in a box. Baardensang are two weapons, one longsword and one arming-sword sized spata, both made out of Blacksteel with intricate [[Fornoss]] and [[Unionist]] symbolism on the blade itself, as well as a green tassel. The symbology implies Unionism burning down Fornoss symbology, however the depictions could be interpreted in many different ways. Baardensang remains unfound again, after it was lost by the previous owner, rumored to be somewhere in Regalia, to be found by someone in their deepest state of miserable disappointment. Rumor has it the original intended recipient of Baardensang was a [[Viridian]] Knight, but in the absence of its intended owner, the weapon was instead used in a pivotal moment during the charge of the last Viridians in the Lo Occupation.  


==The World==
==Appearance==
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.
Baardensang is not a single weapon, but two, one being a longsword and the other being a shortsword, both with similar designs and inseparable, as some unseen force keeps these two weapons together. Both weapons are made of Blacksteel with a brilliant silver shine, silver engraving, and green leather binding and tassels. It is said that Baardensang sings together, with both swords swung in unison producing beautiful wind-chime like sounds.  


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.
==Artifact Mechanics==
 
Baardensang is a Unionist God Magic Artifact. There are rules associated with Artifact Ownership, see the [[Artifact]] Page. Artifacts also provide Mechanics.  
==The World==
====Permanent Mechanics====
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.
* Baardensang grants the user a +2 to Attack Stat (breaks cap up to 11) in an Honor Duel, or in combat with a Knight accused of being dishonorable. Be aware that accusing knights of dishonor left and right may lead to consequences with those orders or those very same knights.
===Heritages===
====Artifactspark Mechanics====
[[File:Ailorrace.png|frameless|20px]] '''Imperial Heritages''' are defined by their strong relationship with the roleplay setting, the Regalian Empire. These Heritages are easy to play and straightforward.
* Choose 2 Free Packs from the following Categories: Melee Point Buy, Training Point Buy, Veteran Point Buy
* [[Ailor]] Humans, inspired by a range of European and Near-Eastern cultures, are numerous and diverse. The roleplay setting, the Regalian Empire, was founded and led by Ailor. Strongly recommended for new players.
* Baardensang has led Viridian Charges since the Lo Occupation, and the brave spirits of knights who have since passed look on with interest to its wielder. A wielder of Baardensang gains the Chapter mechanics from two of the following Viridian or Bloodcast schools: Hohenfels, Eulenberg, Basileon, Forneik.
* [[Eronidas]] Orcs, inspired by ancient Near-Eastern cultures, are a warrior people who emigrated from the distant west to find fortune. They are integrated deeply in the Regalian Empire as fine and loyal soldiers.
* When in battle with Viridians against or alongside Baardensang’s user, gain +2 to Defense Stat (Breaks cap up to 9).
* [[Solvaan]] Elves, mercenary Wind Elves, turned on their Allorn ancestors to help found Regalia instead. Solvaan lore discusses the dangerous, exciting Mistlands they hail from, and their monopoly on most mercenary work.
====Legendary Artifactspark Mechanics====
* [[Sihndar]] Elves, frugal Dark Elves, wage an eternal war against Demons in the north. With influence from Ailor Scandinavian-inspired cultures and strong Regalian support, the Sihndar are martial but embattled.
* Choose 1 Free Pack from the following Category: Melee Point Buy
* [[Urlan]] Beastfolk, minotaurs from the frozen continents, have a special relationship with Regalia as shock troopers in the Imperial armies. Urlan are excellent hunters and trackers, and are always at home in the wilds.
* Unique: Baardensang represents the peak of martial skill and prowess. Whenever the user makes an out of combat Dice Roll using Strength, they always succeed at the highest result. (Remember, Strength may not always be capable of solving all problems, even if successful). Additionally, whenever the user uses the Ability Technique Parry, its Cooldown is reduced from 1 Hour to 20 Minutes.  
* [[Narim]] Beastfolk, created to tend ruined cities, found a new purpose in the Imperial religion of Unionism and defend the capital city's underground from the horrors always lurking in wait deep beneath.
* The Legendary Artifactspark Weapon grants the user +3 Attack Stat (breaks cap up to 11) and +1 Defense Stat (breaks cap up to 9), and sets the minimum for their Attack Dice Rolls to 5. When the user is KO’d, they can choose to instantly teleport them, and the Artifact, safely to their home. This can only be done once (and must be reported to Lore Staff). Subsequent uses of this teleport mechanic must sacrifice the Artifact’s Spark in order to teleport the user and the Artifact. The Artifact is considered de-sparked, and the Artifactspark is granted to whoever KO’d the user.
[[File:Elfkind.png|frameless|20px]] '''Allorn Heritages''' are defined by their claim to some continuity from the Allorn Empire, an Elven Empire of Magic that directly preceded the Regalian one.
* [[Lanlath]] Elves, serene High Elves, broke with the Allorn Empire long ago and were expelled to their secretive realms in the in between lands. The Lanlath are benevolent, wise counselors and masters of Radiant Magic.
* [[Fin'ullen]] Elves, brash Sea Elves, live across most of Aloria's coastlines. A martial, outgoing, and maritime people, the Fin'ullen can be found not just in ex-Allorn realms but anywhere the pay and mead are good.
* [[Suvial]] Elves, Indian-themed Fire Elves, built their own Empire in the Allorn shadow. Masters of Demon binding and bitter enemies of the Kathar, the Suvial have the sole privilege to legally perform this illegal art.
* [[Maquixtl]] Elves, Aztec-themed Jungle Elves, journeyed west to ruins on the lost continent of Guldar. Maquixtl culture mixes a rural windmill and cottage appeal on one end with gene shift and mutation science on the other.
* [[Yanar]] Elves, culturally Elven plant people, were the Elven gods' heralds to forestall calamity. Now that the calamity has passed, they are tenders of many of the groves and quiet, peaceful places of the world.
* [[Kathar]] Elves, proud Dark Elves, turned to worshiping the Void Gods for power in the Allorn Empire's collapse. Kathar wildly differ, but share a universal drive for power and self-improvement that puts them at odds.
* [[Teledden]] Elves were the original High Elves who ran the Allorn Empire, and are presently trying to bring about its return in the face of vast foreign opposition. It is not recommended to play a Teledden.
[[File:Dragonrace.png|frameless|20px]] '''Draconic Heritages''' are defined by their interactions with Dragons, ancient creators of the world, and by the Dragons' war against Demons and hostile Magic.
* [[Songaskian]] Humans, inspired by West African cultures, are physically descended from Dragons. Songaskian lore discusses their wars with the Qadir (another Heritage), their heavy use of Magic, and their hate of Death Gods.
* [[Sihai]] Humans, inspired by East Asian cultures, allied with Dragons long ago. Sihai lore discusses their endless defense against Demons, their faraway Kingdoms, and their attempts to reach out into the wider world.
* [[Isldar]] Elves, stoic Ice Elves, disavowed their Allorn ancestors and fled their Empire with Dragons in tow. Isldar lore discusses their pro- vs. anti-Dragon civil war, their icy spire palaces, and their swordplay and poetry.
* [[Slizzar]] Beastfolk, serpentine shapeshifters, were created as the personal attendants of the Dragon Nox. Slizzar lore discusses their role as excellent spies and watchers of history who live in disguise for millennia.
* [[Bralona]] (robot or slime-like) were left isolated by Dragons on the distant island of Justinia. Recently discovered by foreign explorers, their lore discusses their attempts to make sense of the world around them.
[[File:Ancientraces.png|frameless|20px]] '''Ancient Heritages''' quest to rediscover their lost Empires' histories of engineering and Technology, turning back the clock to resurrect their legacies. This lore is considered more 'advanced'.
* [[Qadir]] Humans, inspired by Near-Eastern Arabic cultures, are integrated with the Ailor. Masters of clockwork and gear automata, their Sariyd Empire was destroyed in a Magical calamity in its war against a clade of Dragons.
* [[Dwarves]] hail from the distant north. Inventors of steam tech and black iron foundries, their ill-fated war with the Elves who would become the Isldar and violent invaders from underground has pushed them to their limits.
* [[Asha]] Beastfolk, inspired by Ancient Egyptian culture, are adventuring seafarers with mental control over their mercury-like Living Metal who lost their Empire millennia ago in an apocalyptic war with the Allorn Empire.
* [[Allar]] Beastfolk, studious lizardmen and fishfolk, are peerless alchemists and researchers of the natural sciences. Driven into exile from their home of Sendras by their Void-worshiping cousins, they now live in the Hadar isles.
* [[Maraya]] (Tiefling-like) hail from before even the Elves existed. Masters of crystal resonance so advanced it appears Magical, their world-spanning Empire was destroyed by Demonic invaders, its survivors saved in cryo-sleep.
[[File:Yanarrace.png|frameless|20px]] '''Artificial Heritages''' cover sapient entities without a defined culture or origin, like Automata, Spirits, and Homunculi.
* [[Mystech]] is the in-universe term for this category. It includes Automata (variously advanced robots), Spirits (ghosts, Demons, Demons in robots, Demons in people) and Homunculi (lab-made, soulless people).
 
==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.
 
==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, <span class="mw-customtoggle-Occult" style="color:#0645AD; font-size:100%"><u>'''Affinities and Afflictions'''</u></span> 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.
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Occult">
<div class="mw-collapsible-content">
* 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.
</div>
 
===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.
 
{{Roleplay}}
[[category:Roleplay Information]]

Revision as of 22:05, 20 September 2024

Baardensang, Scorned Disappointment
Artifacts
NameBaardensang, Scorned Disappointment
OriginViridian Order
TypeWeapon

Baardensang was commissioned by Emperor Cedromar I as a gift for a specific person, however this person soon disappeared, and the weapons were left carelessly abandoned by the side of the road somewhere in a box. Baardensang are two weapons, one longsword and one arming-sword sized spata, both made out of Blacksteel with intricate Fornoss and Unionist symbolism on the blade itself, as well as a green tassel. The symbology implies Unionism burning down Fornoss symbology, however the depictions could be interpreted in many different ways. Baardensang remains unfound again, after it was lost by the previous owner, rumored to be somewhere in Regalia, to be found by someone in their deepest state of miserable disappointment. Rumor has it the original intended recipient of Baardensang was a Viridian Knight, but in the absence of its intended owner, the weapon was instead used in a pivotal moment during the charge of the last Viridians in the Lo Occupation.

Appearance

Baardensang is not a single weapon, but two, one being a longsword and the other being a shortsword, both with similar designs and inseparable, as some unseen force keeps these two weapons together. Both weapons are made of Blacksteel with a brilliant silver shine, silver engraving, and green leather binding and tassels. It is said that Baardensang sings together, with both swords swung in unison producing beautiful wind-chime like sounds.

Artifact Mechanics

Baardensang is a Unionist God Magic Artifact. There are rules associated with Artifact Ownership, see the Artifact Page. Artifacts also provide Mechanics.

Permanent Mechanics

  • Baardensang grants the user a +2 to Attack Stat (breaks cap up to 11) in an Honor Duel, or in combat with a Knight accused of being dishonorable. Be aware that accusing knights of dishonor left and right may lead to consequences with those orders or those very same knights.

Artifactspark Mechanics

  • Choose 2 Free Packs from the following Categories: Melee Point Buy, Training Point Buy, Veteran Point Buy
  • Baardensang has led Viridian Charges since the Lo Occupation, and the brave spirits of knights who have since passed look on with interest to its wielder. A wielder of Baardensang gains the Chapter mechanics from two of the following Viridian or Bloodcast schools: Hohenfels, Eulenberg, Basileon, Forneik.
  • When in battle with Viridians against or alongside Baardensang’s user, gain +2 to Defense Stat (Breaks cap up to 9).

Legendary Artifactspark Mechanics

  • Choose 1 Free Pack from the following Category: Melee Point Buy
  • Unique: Baardensang represents the peak of martial skill and prowess. Whenever the user makes an out of combat Dice Roll using Strength, they always succeed at the highest result. (Remember, Strength may not always be capable of solving all problems, even if successful). Additionally, whenever the user uses the Ability Technique Parry, its Cooldown is reduced from 1 Hour to 20 Minutes.
  • The Legendary Artifactspark Weapon grants the user +3 Attack Stat (breaks cap up to 11) and +1 Defense Stat (breaks cap up to 9), and sets the minimum for their Attack Dice Rolls to 5. When the user is KO’d, they can choose to instantly teleport them, and the Artifact, safely to their home. This can only be done once (and must be reported to Lore Staff). Subsequent uses of this teleport mechanic must sacrifice the Artifact’s Spark in order to teleport the user and the Artifact. The Artifact is considered de-sparked, and the Artifactspark is granted to whoever KO’d the user.