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Hobbies and Talents are a set of soft guidelines for how Character use things like Magic, Alchemy, and Religious Rituals, etc, without needing to invest in the Abilities and Proficiency system. Hobbies and Talents provide somewhat broad descriptions of out-of-combat things a Character can do. A Character can take any number of the below Hobbies and Talents, but, keep in mind that certain Talents, such as Magical Talent, require your character to be considered a "Mage," which has some extra decisions associated with it. This page has few rules attached to it, because these are things that any and all characters can decide to do with enough knowledge and practice.
Hobbies
Hobbies are by default non-magical, but if a Character is a Mage, they can choose to do these things with Magic.
Alchemy Hobby
Alchemy Hobby covers broadly things done with potions, chemicals, and science. This includes but is not limited to medical healing and concoctions, salves and potions for different hair colors, gender-bending, making fireworks, cleaning foams, changing materials, or generally adding alchemical parts to daily tasks or the body to create a better standard of living. 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.
Technology Hobby
Technology Hobby covers broadly things done with machines, making robots, or technology. This includes but is not limited to replacing limbs with prosthetics, producing technological solutions for people with disabilities such as hoverchairs for those who are wheelchair bound, require artificial wombs, want to make air conditioning or washing machines, or generally add mechanical parts to daily tasks or the body to create a better standard of living. While Massivecraft is a mostly fantasy medieval setting, there are options for more modern technology, where appropriate. 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. If this is chosen, players are encouraged to pick one Technology Branch that determines what their Technology looks like. If you want more Branches, consider investing in Tech Point Buy.
Medical Hobby
Medical Hobby covers broadly things done to heal, treat, and diagnose people and animals. This includes but is not limited to diagnosing ailments, prescribing medicine, performing check-ups, and other basic medical roleplay. While "realistically" non-magical Medical Healing is slower, we do not enforce this on players, and can treat people with Medicine and Technology just as good as you can with magic. 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.
Athletic Hobby
Athletic Hobby cover broadly things involving physical labor. This includes but is not limited to lifting heavy objects, carrying other people around, helping others reach a physical fitness goal of theirs, as well as other basic physical labor or athletic roleplay. This hobby is fairly simple but very open ended, allowing the user to manifest their physical prowess however they see fit. If you feel choice-paralyis over what you can do with this, or feel creatively lacking ideas, be sure to ask Lore Staff in a Ticket.
Talents
Talents are usually some kind of magical (Void/Exist/Ordial) or God Magic, and cannot be done in a Mundane way.
Magical Talent
Magical Talent covers broadly things done with magic or that have a magical feel to them. MassiveCraft does not in theory limit the creative freedom of Magic Roleplay. A Mage can create autonomous lights or brooms, give magical effects to drinks, or ignite and douse fires with a simple gesture. Mages can also use their magic to heal and cleanse, 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. Alternatively, Mages can use their magic to corrupt, curse, and hex. 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. Players are asked to self-moderate with what is reasonable and acceptable in Roleplay to all participants. 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. Magic Talent has no Morality, but, to use Magic Talent, a Character must be considered a Mage of some alignment, and some uses of Magic Talent (such as cursing) can be considered Sinistral Magic.
Cleric Talent
Cleric Talent covers broadly things done with God-Magic, or things done in the service of Religious Rituals. 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. However, it is important to note that Cleric Talent has some limits on what it can be used for, and should strictly only be used for healing and religious ceremonies, and not for day to day chores like automating a broom to sweep. 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 considered God Magic, and requires that a Character be a faithful of some Religion.