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==Clandestine Raids==
{{Info Artifacts
===Rule-Free Raids===
|image          = Rkpick.png
There are two different types of Rule-Free Raids. These are the type of Raids where there are no rules attached to attacking Clandestine bases, and everything is free-game. Lore Staff may be called for in tickets to moderate, but will not automatically be present.
|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.


*Any raid on a base with 3 individuals or less does not fall under an official raid, and as such can be done rule-free. If however the inhabitants of the Base are not present, this attack will have to be moved until they are. If additional people come to aid the 3 attackers (even if they are not directly affiliated), that then becomes an official raid, and will fall under Raid Rules.
==Description==
*Any raid on a base that is an immediate retaliation to an IC conflict that occurred that day, is rule-free. What this means is that for example, if a group abducts a member of an opposing gang, attacks a member, or engages in vandalism, the victim group can attack their base at any time as long as it is done on the same day as the conflict occurred. If the conflict creators go back to their base and immediately log off, this should be reported to Lore Staff, who can then give permission for another rule-free raid some other day.  
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.


Raids with 3 people or less are not considered raids, and are just fluent RP. Furthermore, the raid-rules and Clandestine Base protections should not be used to avoid RP consequences. RP Conflict is always favored over base protections. That being said, some Raid Rules do exist to make other raids go fluently.
==Artifact Mechanics==
===Rule-Enforced Raids:===
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.
Sometimes it is necessary to enforce some rules to make Raids go smoothly, because there can be a lot at stake during a major conflict roleplay. These rules are designed not necessarily to enforce fairness (since everyone should always try to win), but rather transparency, so that everyone can rest assured that there was no cheating or god-rp or powergaming. If a Raid cannot immediately happen on the same day as the reason for the Raid occurred (for example if the Attacker cannot round up enough people), such a Raid must be planned ahead, in which case it becomes a Rule-Enforced Raid.
===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.


*Raiding attackers can be any number, and do not need to be proportional or fair or equal to the opposing side, but all Attackers and Defenders need Approved Character Applications. There is no limit to the amount of Special Permission holders or Staff that can participate on either side.
{{Artifacts}}
*A Base can be any special region, Clandestine Base, or Countryside property, including Noble Estates and Chapter Headquarters, but can never be Graygate Prison, the Imperial Palace, or the Howlester Palace. Attacking a Calendar event location is only permitted if the hoster gives permission.
{{Accreditation
*Before a Raid can begin, both owner and raider must agree on a time OOCly to coordinate the attack. This time must always be within the reasonable prime-time ranges (22:00-04:00 London Time). If the defender refuses to set a time and date, the raid is automatically forfeit for the defender and they lose.
|Artists = MonMarty
*Once a time and place has been agreed upon, both Raid leader and Base leader must make a RP Com Discord Ticket, listing the time and date and place, as well as a list of all Character Apps of those present. When this list is posted, the list is “locked in” and cannot be changed. Anyone joining late will be told to leave. Lore Staff will send an approval back, and then join for moderation. Raids cannot happen without moderation present.
|Writers = DedJok, FireFan96
*Each attacking and defending party must have some clear identifier on their skin to identify what party they belong to, this can be an armband, a hat, a tabard, etc, but they must all have the same clear color that is distinct from the opposing party. Attackers must use Red emotes (+4), Defenders must use Green emotes (+8) and Lore staff use Blue emotes to moderate (+7).
|Processors =
*The Defender may never act in the knowledge that a Raid is coming, as this is considered metagaming. No special defenses or traps may be installed beyond what is already the norm in the base, and no additional counters may be designed for the Attacking party, unless the information of an impending raid is demonstrably acquired by the Defending side through a leak in the Attacking side.
}}
*As an attacker, you should factor in at least 2 hours of online-time for the Raid itself, and another hour for post-raid activity. You as attacker may not log off to avoid a counter-attack after a Raid. Defenders may log off if they feel like when the Raid is over.
*Raids that are successful must be somehow rewarding for the attacker. It is up to the Defender to provide a reasonable reward for raiding a base (you may consult the Burglary Rules on the Proficiency Page for some ideas). If no reasonable (in the eyes of Lore Staff) reward for winning is provided, the Lore Staff will generate a reward, which can include but is not limited to capturing defenders and destroying parts of a Base that will not repair for at least a week. Defenders do not get any loot or reward, besides successfully defending their Base. Attackers may also forfeit any reward if the bragging rights of winning a battle is good enough for them.
 
These Rules are mostly in place to ensure that defenders and attackers both feel like they have a fair shot at winning, while also ensuring that Staff moderation prevents any rule violations, and that raids feel generally satisfying. It can never be fully satisfying for both sides, as one side must always lose, but we can all work towards ensuring that there are no hard feelings about the outcome of a Raid and that everyone can take the outcome as a transparent and justified outcome.

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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