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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:#b5d2dc;" | Will of the Ages
*
| Racial Passive
===Sparked Mechanics===
| Altalar receive the following changes to Proficiency:
*
*They can set any particular Proficiency to a limit of 30 instead of 20.
*
*They gain an extra +10 Proficiency points to invest in any category at any age.
===Sparked Combat Mechanics===
*Altalar who are Undead permanently lose their Will of the Ages
*
|-
*
| colspan="3" style="text-align: center; font-weight:bold; background-color:rgb(217, 217, 217); color:rgb(0, 0, 0);" | The following Abilities are Will of the Arcane powers
==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:
| style="background-color:#b5d2dc;" | Arcanomancy
*Marty Will Fill This In
| Racial Spell
*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.
| The Altalar is able to create a so called Arcaneicon, which is a utility tool made of pure arcane energy.
 
*Arcaneicons appear like slightly glowing glass, and remain solid for as long as the Alatalar holds them.
{{Artifacts}}
*Arcaneicons dissolve after 30 minutes of use or as soon as an Altalar lets go of it.
{{Accreditation
*Arcaneicons are practically unbreakable and of excellent quality for whatever purpose they serve (ie, scissors will be very sharp and never dull.)
|Artists = MonMarty
*Arcaneicons can never be larger than a hand-held hammer or dagger, or smaller than a sewing needle.
|Writers = DedJok, FireFan96
*Arcanomancy cannot be used again until 1 minute after the previous Arcaneicon dissolves.
|Processors =
|-
}}
| style="background-color:#b5d2dc;" | 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:#b5d2dc;" | 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.
|-
|}

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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