Table of Contents
Hello MassiveCraft! We hope you’re having a wonderful day. Here is a changelog of all the Lore changes and updates we’ve had for this week of September 11, 2022. Rewrites and particularly important information are labeled in Bold.
Stats Matter PSA
- If a person with 2 Dexterity tries to outsnatch a person with 7 dexterity when trying to grab an item, they have a very low chance.
- If a person with 1 Strength tries to pull a sword away from a person with 7 strength, there is no chance in hell they will succeed.
- If a person with 2 Strength tries to smash a defensive stance of a person with 7 Constitution, it’s more like a squeaky toy bonk.
Stats Matter. Ideally. If you find yourself in a CRP situation where nobody takes Stats into consideration, that is by your consent, and if you don’t like that, you need to start speaking up. Stats are not absolute, they are not mathematical, just because 7-5=2 does not mean one person is always guaranteed to succeed over someone with a lower number, but it is comparative.
Say for example 7 against 2 is a chance of 80% against 20%, there is still a chance, but Stats Matter. If a player with negative Str is trying to clown on your Character just say “hey, what is your Strength? I don’t think you should be able to do that, my Character has X Strength”.
Then you can have a conversation on what is reasonable, and if the person does not want to budge, then you are allowed to leave the situation or contact staff for moderation through /ti c [question] in game.
And insofar you cannot agree in how far they matter, use /dice.
Special Permission PSA
We are going to more aggressively reject custom kit applications of people who just want to:
- Defend X (This is a very reactive, not proactive)
- Protect Y (Most likely they don’t need protection, and it is reactive)
- Combat the Vampires and Cahal (everyone is already doing this)
We need proactive (people who cause things) Custom Kits, not reactive (people who react to other people doing things). People who purely propose custom kits for reacting to what other people are creating in roleplay, will find their application very much more critically looked at as opposed to people who request custom kits to cause drama/conflict/change of the status quo.
General Lore Updates
- Archon get split into different types of Archon to offer a wider design, one for each main Dragon Worship archetype
- Ordial lore will stop being reflected as an anchor of Primal, and be anchored to Void/Exist. Undead/Geist are “evil” Afflictions, like Vampirism, and should as such have their power upscaled and given free new packs (we’re looking at Mechanical Packs that (for example) allow Undead to use Magic).
- None of this will change current legislations in Roleplay because that is an ongoing “story”.
- Added abbreviations to the language page: https://wiki.massivecraft.com/Language_Point_Buy#Language_Table
- Merged Allorn and Altalar into just Altalar, so any Allorn Altalar should make that change.
Magic, Artifact Updates
- Born mages no longer require Custom Kits. The “differentiation” of power is being moved over to “Power Index”, an esoteric Altalar rating system of how much a Mage can affect those around them. This applies only to Exist and Void Mages ONLY.
- To solve Magic not having a “built in” CRP mechanic (much like buying Unarmed Combat Point Buy gives you skill in using fists + Ability) the new Magic Combatforce adds a faux-melee weapon to any Magic Point Buy Pack for free, so that all Mages don’t need to +1 Str invest in a combat pack to be viable in CRP.
- Read more here: https://wiki.massivecraft.com/Spell_Point_Buy#Magic_Combatforce
- The Twicegiven mechanic is removed from Artifacts that had it. The precondition for an artifact to be in active rotation is no longer present, and to be frank, I think we can trust artifact owners to not cheese and stop logging on to prevent its theft. If an Artifact disappears into a player/character’s inactive inventory we will simply off-screen Alerrigans to take it away from them and put it back in active circulation. For all intents and purposes, treat artifacts like permissions, so a low-cost courtesy is to just notify lore staff of absences over longer periods of time in any of the Custom Kit channels.
Affliction, Race, Mechanic Updates
Vampires & Cahal
- Clarified how Glamor/Vampire/Cahal form works when it comes to disguising. Glamor can’t be used to make a new disguise, it just makes you look like the old you, not as a vampire/Cahal.
- Clarified that Vampire/Cahal forms are always obviously Vampires/Cahal.
Vampires
- Added a new special.
Maraya
- Since Cordenia is gone (rip to a real one) added a new way for Haat Maraya to get ‘cleansed’ if they become Lost.
Defensive Point Buy
- Added new packs.
- Perfect Cover can’t be quick-activated as a reaction, except vs default shot.
Draconic Point Buy
- Dragonkin Defense can’t be quick-activated as a reaction.
Training Point Buy
- Added a new pack. Thanks, Dedjok.
General Ability Rules
- Added a new rule that you can’t stack bonus HP from multiple sources to create an omega HP pool. One at a time, folks.
Roguery
- Changed Disguise Pack to clarify you must be wearing some sort of mask to be incognito, also it doesn’t disguise afflictions.
Bralona
- Bralona have more base HP.
- Bralona’s HP cannot be reduced by lame punches/kicks.
- Bralona gain bonus HP when they have an artifact.
- Bralona have their own rule for HP stacking, where they can get their own HP pool, and one other source added on. As a treat.
Demonology
- Added new Demon Weapon Pack. Because it’s sick as fuck.
Melee Weapon Point Buy & Afflicted Point Buy
- Putting these together because it’s only really changes to Leaping Charge / Instant Leap, as we wanted to differentiate the two and fix some weird-ness with how Technique Parry worked with Leaping Charge. They both now have clearer rules, which means if you technique parry Leaping Charge now, you negate the attack. Also removed the cheesy technique-chaining Leaping Charge used to allow for.
Arcane Ranged Change (Kathar, Altalar, Ostarius Artifact)
- Added a clarification that you can’t use default shot with this ability, it only lets you use the techniques. This was always the design intent but it wasn’t obvious enough.
Silven
- Silven updated. Take a look here: https://wiki.massivecraft.com/Silven#Silven_Specials
Water Magic
- Added a line to the Relocation Ability from Water Spell Pack that clarifies it can’t be used for vertical movement, only horizontal.
Melee Weapon Axe Pack
- Replaced Battle Hunger from Melee Weapon Axe Pack to Battle Flurry, an entirely new ability because Battle Hunger was weirdly mostly useless outside of extremely niche circumstances.