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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="font-weight:bold;"
 
! Name
==Artifact Mechanics==
! Type
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.
! Description
===Permanent Mechanics===
|- style="background-color:#ffffff;"
*
| style="background-color:#61ad53;" | Allar Regeneration
===Sparked Mechanics===
| Racial Passive
*
| So long as their head and torso remained attached, an Allar can slowly regrow lost parts of its body.<br />*Scales, teeth, and other smaller parts can regrow over 3 days.<br />*Hands and feet can regrow over 2 weeks.<br />*Tails and limbs can regrow over 2 months.
*
|-
===Sparked Combat Mechanics===
| style="background-color:#61ad53;" | Cold Blooded
*
| Racial Passive
*
| Allar are highly vulnerable to cold environments, reducing their movement speed and causing frostbite to hands and feet.
==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:
| colspan="3" | The following Caste Abilities are mutually exclusive to one another, and only one may be chosen for an Allar.
*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.
| style="background-color:#61ad53;" | Al-Allar Taste
 
| Racial Passive
{{Artifacts}}
| Al-Allar have excellent taste, and are able to distinguish the components of any substance purely by tasting it.
{{Accreditation
|-
|Artists = MonMarty
| style="background-color:#61ad53;" | Mu-Allar Endurance
|Writers = DedJok, FireFan96
| Racial Passive
|Processors =
| Mu-Allar have unbreaking endurance, and are able to chase prey without tiring.
}}
|-
| style="background-color:#61ad53;" | Zu-Allar Plating
| Racial Passive
| Zu-Allar have external bone plating and shields on their scales. While slower in movements, they are far more durable, and are resistant to all slicing and cutting damage.
|-
| style="background-color:#61ad53;" | Sa-Allar Physique
| Racial Passve
| Sa-Allar gain +15 Physical Stat.
|-
| style="background-color:#61ad53;" | Keel-Allar Aquatics
| Racial Passive
| Keel-Allar are able to use their webbed feet to move rapidly underwater and can hold their breath for days.
|-
| style="background-color:#61ad53;" | Kaam-Allar Camouflage
| Racial Passive
| Kaam-Allar can use their chameleon scales to camouflage themselves and move around, requiring 10 or more points in Perception Training to see through. They can also turn themselves completely invisible as long as they do not move.
|-
| style="background-color:#61ad53;" | Cro-Allar Leadership
| Racial Passive
| Cro-Allar have an automatic vanity Regiment of 200-300 soldiers at their disposal, which can be doubled by investing 20 points in Command Tactics Skill.
|-
| style="background-color:#61ad53;" | Es-Allar Arcanist
| Racial Passive
| Es-Allar are the only Allar caste capable of casting Magic and Sorcery.
|}

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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