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☆ Hey look stars, wonder what this means :o ★
{{Info Artifacts
🎖️
|image          = Rkpick.png
{| class="wikitable"
|name            = Sparks of Joy
|-
|origin          = [[Minor Faiths#The Mortis Cult|The Consigner]]
! Rank
|type            = Accessory
! Name
|}}
! Earning Requirements
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.
! Prestige Level
 
|-
==Description==
| style="background-color:#8E7CC3;" | Any
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.
| The Holy Heart
 
| Performed a great uncomparable service to Unionism
==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#Artifacts|Resources]] Page. For Rules on Artifact ownership, see the [[Artifacts]] Page.
|-
===Permanent Mechanics===
| style="background-color:#F4CCCC;" | Soldier
*
| The Silver Guard
===Sparked Mechanics===
| Excelled head and shoulders above all other soldiers
*
| 🎖️🎖️🎖️
*
|-
===Sparked Combat Mechanics===
| style="background-color:#F4CCCC;" | Soldier
*
| The Steel Guard
*
| Excellent soldier performance
==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
| style="background-color:#F4CCCC;" | Soldier
*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 Iron Guard
 
| Good soldier performance
{{Artifacts}}
| 🎖️
{{Accreditation
|-
|Artists = MonMarty
| style="background-color:#B4A7D6;" | General
|Writers = DedJok, FireFan96
| The Crystal Heart
|Processors =
| Performed ahead of all generals and pulled the war effort
}}
| 🎖️🎖️🎖️🎖️
|-
| style="background-color:#B4A7D6;" | General
| The Fire Heart
| Won numerous pivotal battles for the Empire
| 🎖️🎖️🎖️
|-
| style="background-color:#B4A7D6;" | General
| The Sole Heart
| Won an important battle for the Empire
| 🎖️🎖️
|-
| style="background-color:#9FC5E8;" | Tactician
| The Purple Mind
| Succeeded to make a crucial play that outsmarted the enemy
| 🎖️🎖️🎖️
|-
| style="background-color:#9FC5E8;" | Tactician
| The Red Mind
| Succeeded to consistently outplay enemy tacticians
| 🎖️🎖️🎖️
|-
| style="background-color:#9FC5E8;" | Tactician
| The Green Mind
| Succeeded to outplay an enemy tactician in the field
| 🎖️
|-
| style="background-color:#B6D7A8;" | Medic
| The Saint Guard
| Excelled head and shoulders above all other medics
| 🎖️🎖️
|-
| style="background-color:#B6D7A8;" | Medic
| The Merit Guard
| Kept a high number of soldiers alive in critical condition
| 🎖️
|-
| style="background-color:#B6D7A8;" | Medic
| The Blood Guard
| Good medical performance
| 🎖️
|-
| style="background-color:#F6B26B;" | Any
| The Fire Drake
| Eliminated a high profile enemy officer
| 🎖️🎖️
|-
| style="background-color:#F6B26B;" | Any
| The Inner High
| Protected many fellow soldiers beyond the call of duty
| 🎖️
|-
| style="background-color:#F6B26B;" | Any
| The Merit Grand
| Succeeded in taking over the failing work of others and cleaning up their mistakes
| 🎖️🎖️🎖️
|-
| style="background-color:#F6B26B;" | Any
| The Holy Blood
| Saved a Royal family member in the field
| 🎖️🎖️🎖️
|-
| style="background-color:#F6B26B;" | Any
| The Saints Grace
| Saved a Reverend in the field
| 🎖️🎖️
|-
| style="background-color:#F6B26B;" | Any
| The High Gate
| Captured or destroyed an important objective
| 🎖️
|}

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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