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Created page with "This is a test page so you really shouldn't talk about this is banter. Yes you know who you are. ==Summary of Racial Abilities== {| class="wikitable" ! style="text-align: cen..."
 
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This is a test page so you really shouldn't talk about this is banter. Yes you know who you are.
{{Info Artifacts
|image          = Rkpick.png
|name            = Sparks of Joy
|origin          = [[Minor Faiths#The Mortis Cult|The Consigner]]
|type            = Accessory
|}}
The Ivory Picks were created by the Consigner as a way to learn the tricks of musicians and escape artists for its own nefarious purposes. While a good magician never reveals their tricks, the capabilities of the Ivory Pick are alluring enough for many to exchange knowledge of their acts with the Death God in exchange for one of these Artifacts. However, horror stories circulate around the performing arts communities of escape artists preparing for their death defying final act, only to find that the key component to their survival, the Ivory Pick, has been misfortunately misplaced, giving the Consigner the last laugh.


==Summary of Racial Abilities==
==Description==
{| class="wikitable"
Ivory Picks are classified as an Accessory Artifact, meaning they cannot be wielded at the same time with other Accessory Artifacts by the same owner. An Ivory Pick is a thin pale instrument, able to fit within the keyhole of any lock or door. Prone to snapping under stress, it’s possible for anyone not careful enough to accidentally break the item under the right circumstance. The material of the Pick is thought to be some kind of polished bone, smooth to the touch with a soft glossy coating around it, although what exactly it's been made from has never truly been confirmed outright.
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"  | Name
 
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"  | Type
==Artifact Mechanics==
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Description
Artifact Mechanics are split between Permanent Mechanics, Sparked Mechanics and Sparked Combat Mechanics. Permanent Mechanics are always available to the wielder of the Artifact. Sparked Mechanics and Sparked Combat Mechanics are only available if the Artifact has an Artifactspark. Sparked Combat Mechanics are noted separately, because this makes them easier to find, but they are no different from Sparked Mechanics in general. For more information on Artifactsparks, read the [[Resources#Artifacts|Resources]] Page. For Rules on Artifact ownership, see the [[Artifacts]] Page.
|-
===Permanent Mechanics===
| style="background-color:#9a9ac7;" | Residues of Cataclysm
*
| Racial Passive
===Sparked Mechanics===
| A Racial Passive that allows a Sihndar to manifest any Mutations from the Void Threlwar Mutations category, or the Exist Lavvanya Mutations category on their body.
*
|-
*
| style="background-color:#9a9ac7;" | Embrace of the Spider Queen
===Sparked Combat Mechanics===
| Racial Passive
*
|
*
*Sihndar are immune to any Vampire Spell, Werebeast Spell, Upyr Spell, and Allat Spell used on them.
==Collectible Artifact==
*Sihndar are immune to any Target Curse, but can still be affected by an Object Curse if they interact with a Cursed Object.
Artifacts are very cool, and make a Character super powerful. That being said, due to circumstances of Roleplay, a Character may end up holding onto an Artifact for months on end. This is generally not a problem, but we believe that Artifacts because of their uniqueness, should never be held onto in perpetuity by one Player. After a few months, it is time for the next player to be able to enjoy the artifact, and for this reason, Collectibles exist. After 120 days of non-consecutive Artifact ownership, an Artifact is automatically confiscated, and the Player who lost it is given a Collectible. Collectibles are thematically and aesthetically similar to the Artifact, meaning the loss of an Artifact does not visually detract from a Character's established design. However, they cannot hold Artifactsparks and only inherit the Permanent Mechanics from the Artifact they were generated from (including the rules limiting their use). On the other hand, Collectibles can never be stolen from their owner, a Collectible is owned forever, and there is no upper limit to the amount of Collectibles a Character can have, or wield/use at the same time. Collectibles may be traded away by their owner if they are unable to use the Permanent Mechanic due to the use limitation. To summarize this Artifact's Collectible properties:
|-
*Marty Will Fill This In
| style="background-color:#9a9ac7;" | Dryder Form
*The '''UNIQUE NAME''' Collectible inherits the Permanent Mechanic of Ivory Picks but can only be used by '''WHOEVER MARTY/ALEX WANT TO USE IT'''. While there are several '''UNIQUE NAME''', each looks unique, though should be inspired by the appearance of Ivory Picks.
| Racial Shift
 
| A Racial Shift that gives the Sihndar the following effects:
{{Artifacts}}
* Their body below their waist is turned into that of a spider body with spider legs.
{{Accreditation
* They are however immune to any type of knock-over, knock-back, push-to-the-ground, or yanking/pulling ability, trait, spell, or effect.
|Artists = MonMarty
* They can also walk on walls, but not ceilings.
|Writers = DedJok, FireFan96
* This Racial shift is instant and painless, but can only be maintained for a few hours.
|Processors =
|-
}}
| style="background-color:#9a9ac7;" | Embrace of Tainting
| Racial Spell
| A Racial Spell that Sihndar can perform on any of the Races that causes them to become altered by the Northern Taint.
* Their physical proportions remain the same, but their skin tone  and hair color changes to one of the tones shared by the Tribes of Sihndar.
* They lose all their own Racial Abilities, and gain the standard Sihndar Racial Abilities as well as the Sihndar Lordings of Demand.
* Their new Physical Stat cap is at that of the Sihndar (which is 50) and they lose all Proficiency caps beyond 20, gaining none in return (and losing any Proficiencies invested beyond 20 on anything).
* The Embrace of Tainting can only be performed on those willing during a ceremony, and cannot be performed on any individual who is an Aberrant of any tier.
|-
| colspan="3" style="text-align: center; font-weight:bold; background-color:rgb(217, 217, 217); color:rgb(0, 0, 0);" | The following Abilities are Lordings of the Demand
|-
| style="background-color:#9a9ac7;" | Markht
| Racial Spell
| The Sihndar is able to summon and unsummon their Khoptar at will, even while they are not touching the weapon, or miles away from it. While unsummoned, the weapon exists in a pseudo-dimension.
|-
| style="background-color:#9a9ac7;" | Anth
| Racial Spell
| The Sihndar is able to transfer their Vampire Spell, Werebeast Spell, Upyr Spell and Allat Spell immunity from themselves onto a target person, as long as they remain within Emote Distance. This immunity can only switch once per minute and has to be telegraphed through a hand gesture.
|-
| style="background-color:#9a9ac7;" | Eevth
| Racial Spell
| The Sihndar is able to provide a considerable boost to the success chances of any diplomatic or negotiation order submitted by Noble or Clandestine Progression Orders on the Forums. This is very useful as a haggling tool to try and get a money donation from these organizations for Drowda.
|-
| style="background-color:#9a9ac7;" | Ovolh
| Racial Spell
| The Sihndar can, once per day, activate an area of effect ability that dissuades all attacks against them for ten minutes. Anyone caught within the "blast radius" of Emote Distance is unable to use either mundane or Ability mechanics to target or hurt or restrain the Sihndar in question, and they will feel no aggression towards them. If the Sihndar however takes aggressive actions themselves, it is disabled for everyone.
|-
| style="background-color:#9a9ac7;" | Ganth
| Racial Spell
| The Sihndar can, by touching the forehead of any Vampire, Werebeast, Greater Vampire or Greater Werebeast that is properly restrained, read all the Abilities and Mutations this individual has and understand how they work.
|-
| style="background-color:#9a9ac7;" | Ranth
| Racial Spell
| The Sihndar can, while staring at a person, detect any lie produced by this person in real-time. If the person lies, the Sihndar receives a subtle hint and is able to tell truth from lie. Any person with at least 10 Theatre Arts Proficiency is immune to this Racial Spell.The Sihndar can, once per day, activate an area of effect ability that dissuades all attacks against them for ten minutes. Anyone caught within the "blast radius" of Emote Distance is unable to use either mundane or Ability mechanics to target or hurt or restrain the Sihndar in question, and they will feel no aggression towards them. If the Sihndar however takes aggressive actions themselves, it is disabled for everyone.
|-
| style="background-color:#9a9ac7;" | Nakth
| Racial Spell
| The Sihndar can, while within range of another Sihndar, counter any Sihndar Racial Spell used by them, including non-Sihndar who used Embrace of Tainting and can now use Sihndar Racial Spells. This counter is telegraphed by a hand gesture.
|-
|}

Latest revision as of 03:30, 21 September 2024

Sparks of Joy
Artifacts
NameSparks of Joy
OriginThe Consigner
TypeAccessory

The Ivory Picks were created by the Consigner as a way to learn the tricks of musicians and escape artists for its own nefarious purposes. While a good magician never reveals their tricks, the capabilities of the Ivory Pick are alluring enough for many to exchange knowledge of their acts with the Death God in exchange for one of these Artifacts. However, horror stories circulate around the performing arts communities of escape artists preparing for their death defying final act, only to find that the key component to their survival, the Ivory Pick, has been misfortunately misplaced, giving the Consigner the last laugh.

Description

Ivory Picks are classified as an Accessory Artifact, meaning they cannot be wielded at the same time with other Accessory Artifacts by the same owner. An Ivory Pick is a thin pale instrument, able to fit within the keyhole of any lock or door. Prone to snapping under stress, it’s possible for anyone not careful enough to accidentally break the item under the right circumstance. The material of the Pick is thought to be some kind of polished bone, smooth to the touch with a soft glossy coating around it, although what exactly it's been made from has never truly been confirmed outright.

Artifact Mechanics

Artifact Mechanics are split between Permanent Mechanics, Sparked Mechanics and Sparked Combat Mechanics. Permanent Mechanics are always available to the wielder of the Artifact. Sparked Mechanics and Sparked Combat Mechanics are only available if the Artifact has an Artifactspark. Sparked Combat Mechanics are noted separately, because this makes them easier to find, but they are no different from Sparked Mechanics in general. For more information on Artifactsparks, read the Resources Page. For Rules on Artifact ownership, see the Artifacts Page.

Permanent Mechanics

Sparked Mechanics

Sparked Combat Mechanics

Collectible Artifact

Artifacts are very cool, and make a Character super powerful. That being said, due to circumstances of Roleplay, a Character may end up holding onto an Artifact for months on end. This is generally not a problem, but we believe that Artifacts because of their uniqueness, should never be held onto in perpetuity by one Player. After a few months, it is time for the next player to be able to enjoy the artifact, and for this reason, Collectibles exist. After 120 days of non-consecutive Artifact ownership, an Artifact is automatically confiscated, and the Player who lost it is given a Collectible. Collectibles are thematically and aesthetically similar to the Artifact, meaning the loss of an Artifact does not visually detract from a Character's established design. However, they cannot hold Artifactsparks and only inherit the Permanent Mechanics from the Artifact they were generated from (including the rules limiting their use). On the other hand, Collectibles can never be stolen from their owner, a Collectible is owned forever, and there is no upper limit to the amount of Collectibles a Character can have, or wield/use at the same time. Collectibles may be traded away by their owner if they are unable to use the Permanent Mechanic due to the use limitation. To summarize this Artifact's Collectible properties:

  • Marty Will Fill This In
  • The UNIQUE NAME Collectible inherits the Permanent Mechanic of Ivory Picks but can only be used by WHOEVER MARTY/ALEX WANT TO USE IT. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Ivory Picks.

Accreditation
WritersDedJok, FireFan96
ArtistsMonMarty
Last EditorFirefan96 on 09/21/2024.

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