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==Order Hierarchy==
===Ability Summary & Yanera Abilities===
[[File:ViridianHorse.PNG|250px|thumb|right|Viridian Knights are famous for their horsemanship, but tend to use it only in Grand Tournaments.]]
All Yanar have access to the Common Yanar Abilities, while only Yanera Flor, Fae, and Dul have access to their respective Ability kits.
The Viridian Order has a very strict hierarchy that enforces a chain of command as well as quality within the order itself. Members are usually ranked based on their skill in martial arts. Ranks are often decided in a tournament held every year, though the highest rank of Paladin is reserved only for the most talented. Additionally, the Elders and the Primae are selected from the Paladins, who are seated for life. The Grand Tournament is a tournament held at the Viridian Castle, where all Knights are required to participate. Failing to participate is considered dishonorable. The Knights are all faced against one another in one on one combat through three disciplines: the sword, halberd, and lance. Based on their performance in the three disciplines, Knights may be promoted in rank, and during every Tournament a single Paladin is chosen to join the elite few. While the Grand Tournament is the most common way to be promoted within the Order, the Elder Council also is able to grant ranks throughout the year.
===The Regalian Emperor===
A recent addition to the Order’s hierarchy since the Cedormarian Reform of 306 AC, the Regalian Emperor acts as the Divine Patron of the Viridian Order, which is the official head of the Viridian Order. The Emperor may oversee (or perform) the dubbing ceremony for the Squires if he so wishes, and consequently has direct control of the Order, though Alexander rarely involves himself in Viridian affairs, tasking the Primae to manage the Order in his stead. This makes the Divine Patron more of a ceremonial title than one with direct authority, though any Viridian Knight will gladly pledge their sword to the Emperor's cause at the drop of a glove.


===The Primae===
====Common Yanar Abilities====
The Primae is the de facto head of the Viridian Order. He leads the various Elders and is chiefly considered the most respected and educated Knight in the order. The Primae is often very old due to the fact that he is chosen from among the older Elders. The Primae sets the rules and policies within the Knight’s order while also functioning as a representative. The Current Primae is Domenico Cavalcante, who is both the first Dressolini Primae, and the first to be elevated to Primae without being an Elder first. It is a position unofficially held by an Ithanian over the past years, owing largely to the former Imperial House, Ivrae de Sange, being of said Culture.
===The Elders===
The Elders are teachers and instructors at the Viridian Order. They are generally considered the most talented sword fighters and lancers in the realm, so they use their knowledge to train the next generations instead of using it in battle. Viridian Knights are lost each war, thus by preserving the most skilled, does the average skill of the order not diminish after a particularly bloody war. It is not unheard of for a knight to reject the Elder status because they would prefer to wage war, though many choose it purely because it offers a comfortable existence. The Elders are given leisure and luxury within the castle and are often afforded a minor estate with servants as well. There are twelve Elders that make up the Elder Council.


===The Shieldmaidens===
{| class="wikitable"
The Shieldmaidens are the only asset of the Viridian Order in which women may be trained, and function as guardians of the Castle. They are trained outside of the Viridian Castle in a smaller building called "Frauenhaus" (as they aren't actually permitted to enter the Castle.) The women here are trained in the use of the Cross-Shield, a massive shield almost as tall as the female themselves and wide enough to protect their entire body. Then they also train in swords, horse riding, and halberd usage. Women are permitted to join in the Grand Tournament, though are required to wear a helmet when competing to make them indistinguishable from their male counterparts. When not deployed at the castle, the Shieldmaidens may patrol the Imperial District in Regalia to guard the noble houses, or areas considered valuable to the Viridians. There is no formal method of combat deployment of the Shieldmaidens, except when the Elders go to war. Shieldmaidens then function as bodyguards to the Elders in battle. Despite their separation from the men in the Order, Shieldmaidens are still able to rise up and down the ranks as dictated by the Prime Protectress (following the same hierarchy below), who has sole power besides the Primae to do so.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! 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.
}}
|-
|}


===The Knights===
====Yanera Fae====
*The Paladins (or Lioness Protectress for Shieldmaidens) are the most talented and skilled warriors within the Viridian Order. These fighters will have mastered the art of horseback riding, sword fighting, and halbard swinging to the point where only few could challenge them in single combat. Paladins are revered across the Empire for being paragons and holy warriors of the Unionist faith even though they have no distinct religious backing or membership.  
{| class="wikitable"
*Lieutenants are the highest rank any Knight can achieve before becoming a Paladin or Lioness Protectress. These are some of the most skilled of the Viridian Knights, but lack a certain finesse or skill required to become an all-rounder like their Paladin higher ups.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
*Sergeants are the next rank any Knight can achieve after being promoted from Man-at-Arms. They are quite capable combatants, but lack refinement and dedication to become a Lieutenant.
! Ability Name
*Men-at-Arms (or Dames-at-Arms) are the lowest rank any Knight is after graduation at the age of 21.
! Ability Type
===The Trainees===
! Ability Range
*Squires are the second step at becoming a full member of the Viridian Order. They receive this rank at 14 when they finish their training as a Page, and will remain such until they graduate. Squires often accompany their Mentors outside of the headquarters to learn first-hand combat experience, acting as a standard bearer and bodyguard assistant to their senior Knight.
! Ability Description
*Pages are the first step in becoming a Viridian Knight, and to enter the Order at the age of seven following the completion of an entrance exam and tuition fee. One inside, Pages are taught in a classroom setting by Elders and graduated Knights, after which they are paired with a Mentor who provides more in depth instruction to the trainee in exchange for completing various chores to learn humility. Pages also accompany their Mentors outside of the Viridian Castle, though their role is limited to non combatant roles due to their inexperience.
|-
| 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 01:55, 5 June 2021

Tangerine.gif 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.

Ability Summary & Yanera Abilities

All Yanar have access to the Common Yanar Abilities, while only Yanera Flor, Fae, and Dul have access to their respective Ability kits.

Common Yanar Abilities

Ability Name Ability Type Ability Range Ability Description
Sorcery Skill 1 Constant Passive Self Grants the user Sorcery Skill 1

World Shift 1 Control Power Self Grants the user World Shift 1

Flux Shift 5 Mythic Shift Self Grants the user Flux Shift 5

Yanar Biology 1 Constant Passive Self Grants the user Yanar Biology 1

Yanar Biology 2 Constant Passive Self Grants the user Yanar Biology 2

Yanar Biology 3 Constant Passive Self Grants the user Yanar Biology 3

Home Enchant 7 Region Enchant Player Region Grants the user Home Enchant 7

Yanera Flor

Ability Name Ability Type Ability Range Ability Description
Light Mend 3 Magic Spell Self Grants the user Light Mend 3

Flux Shift 6 Mythic Shift Self Grants the user Flux Shift 6

Yanera Fae

Ability Name Ability Type Ability Range Ability Description
Flux Shift 7 Mythic Shift Self Grants the user Flux Shift 7

Empath Sense 2 Trigger Passive Emote Distance Grants the user Empath Sense 2

Yanera Dul

Ability Name Ability Type Ability Range Ability Description
Shrewd Insight 1 Control Power Emote Distance Grants the user Shrewd Insight 1

Yanar Biology 4 Constant Passive Self Grants the user Yanar Biology 4