Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Zanzibart: Difference between revisions

From MassiveCraft Wiki
No edit summary
 
(7 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Info Artifacts
{{Info Artifacts
|image          = Zanzibartk.png
|image          = L16,R1,C1,Zanzibart,visible,Normal,255.png
|name            = Zanzibart, The Unforgiven
|name            = Zanzibart, The Unforgiven
|origin          = [[House Kade]]
|origin          = [[House Kade]]
|tier            = Rare Tier I
|type            = Weapon
|type            = Weapon
|}}
|}}
Zanzibart was produced with a volatile gold alloy, strengthened to avoid the weakness of its inherent properties, but shining brilliant enough to be noticeable, and an as of yet mystery dark blue metal with a full appearance. Zanzibart's inner core also implies a mixture of copper or other bronze-like metal, creating a gradient effect on the sharp edges of the mace head. Zanzibart has an inscription in Anglian on the attachment between the head and the hilt, reading "Forgive me, Zanzibart, the tale sung by Troubadours".
Zanzibart was produced with a volatile gold alloy, strengthened to avoid the weakness of its inherent properties, but shining brilliant enough to be noticeable, and an as-of-yet mystery dark blue metal with a full appearance. Zanzibart's inner core also implies a mixture of copper or other bronze-like metal, creating a gradient effect on the sharp edges of the mace head. Zanzibart has an inscription in [[Anglian]] on the attachment between the head and the hilt, reading "Forgive me, Zanzibart, the tale sung by Troubadours".


==Appearance==
==Appearance==
Zanzibart is a mace, though its head is larger than most maces or morningstars tend to be, leaning more towards the latter in the size of its head with spikes. Zanzibart defies most other design styles, being very unusual, and having almost draconic-like appearance qualities to it.  
Zanzibart is a mace, though its head is larger than most maces or morningstars tend to be, leaning more towards the latter in the size of its head with spikes. Zanzibart defies most other design styles, being very unusual, and having almost draconic-like appearance qualities to it.  


==Artifact Custom Kit==
==Artifact Mechanics==
Zanzibart is a Primal (Dragon Magic) Artifact. As Zanzibart is an artifact, there are several rules associated with Artifact Ownership, see [[Artifact]] Page. Zanzibart also provides the following Specials:
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.
* '''Zanzibart Herald:''' Zanzibart is a weapon that both acts symbolically for, and was created by House Kade. As House Kade's influence is highly concentrated in Anglia, Zanzibart in a way acts as a herald to their family name and reputation. Anyone who is seen as an ally or friend of Anglia wielding Zanzibart, will always be looked on favorably by Anglian peasants and City Aldermen in Progressions, with unique interactions.  
===Permanent Mechanics===
* Zanzibart was forged in the old Moeraslander ways, and even bears some of their enchantments. The wielder of Zanzibart can speak and read the old Moeraslander tongue, Demotian. Additionally, any romantic partners that Zanzibart's wearer has, will also be able to understand Demotian, though they cannot speak it, or read it. Demotian is not covered by Mechanics that allow a Character to understand all languages or old dead ones, though Divine Entities/Event Characters/Gods may be able to understand it.
===Sparked Mechanics===
* Zanzibart gives its user the mundane [[Adapt_Point_Buy#Oceanic_Pack|Oceanic Pack]] for free, though it only remains active so long as the Artifact has an Artifactspark in it.  
* Zanzibart gives its user the [[Invoke_Point_Buy#Duellist_Invocation|Duellist Invocation]] Pack for free, though it only remains active so long as the Artifact has an Artifactspark in it. 
===Sparked Combat Mechanics===
* Sangria's wielder can choose 3 Free Packs from the following Categories: Paladin Point Buy, Melee Point Buy, or Training Point Buy.
* Zanzibart grants the wielder +2 Defense Stat (breaking Cap up to 9) while defending from Attack Emotes from any Character that is Void Aligned. Additionally, even when not attacking Characters of these faiths, the wielder's Defence Dice Roll Minimum is set to 3.


==Artifact Mechanics==
==Collectible Artifact==
Zanzibart is a Unionist God Magic Artifact. There are rules associated with Artifact Ownership, see the [[Artifact]] Page. Artifacts also provide Mechanics.  
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:
====Permanent Mechanics====
Marty Will Fill This In
* Zanzibart holds a special place to Anglians, who respect the holder more, due to its relation to House Kade and their Anglian stewardship.  
The UNIQUE NAME  Collectible inherits the Permanent Mechanic of Zanzibart but can only be used by MARTY/ALEX FILL IN. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Zanzibart.
====Artifactspark Mechanics====
* Zanzibart grants the user +1 Main Combat Stat while they are fighting in, or within Emote Distance of a large Wheat field (at least 10x10 blocks).
* Zanzibart grants +5 to the final /dice roll result when attempting to perform Persuasion Dice Rolls on House Kade Members and Imperial Guards.




Line 27: Line 30:
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers =  
|Writers = MantaRey
|Processors =  
|Processors =  
}}
}}
[[category:Artifacts]]
[[category:Artifacts]]

Latest revision as of 22:26, 25 September 2024

Zanzibart, The Unforgiven
Artifacts
NameZanzibart, The Unforgiven
OriginHouse Kade
TypeWeapon

Zanzibart was produced with a volatile gold alloy, strengthened to avoid the weakness of its inherent properties, but shining brilliant enough to be noticeable, and an as-of-yet mystery dark blue metal with a full appearance. Zanzibart's inner core also implies a mixture of copper or other bronze-like metal, creating a gradient effect on the sharp edges of the mace head. Zanzibart has an inscription in Anglian on the attachment between the head and the hilt, reading "Forgive me, Zanzibart, the tale sung by Troubadours".

Appearance

Zanzibart is a mace, though its head is larger than most maces or morningstars tend to be, leaning more towards the latter in the size of its head with spikes. Zanzibart defies most other design styles, being very unusual, and having almost draconic-like appearance qualities to it.

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

  • Zanzibart was forged in the old Moeraslander ways, and even bears some of their enchantments. The wielder of Zanzibart can speak and read the old Moeraslander tongue, Demotian. Additionally, any romantic partners that Zanzibart's wearer has, will also be able to understand Demotian, though they cannot speak it, or read it. Demotian is not covered by Mechanics that allow a Character to understand all languages or old dead ones, though Divine Entities/Event Characters/Gods may be able to understand it.

Sparked Mechanics

  • Zanzibart gives its user the mundane Oceanic Pack for free, though it only remains active so long as the Artifact has an Artifactspark in it.
  • Zanzibart gives its user the Duellist Invocation Pack for free, though it only remains active so long as the Artifact has an Artifactspark in it.

Sparked Combat Mechanics

  • Sangria's wielder can choose 3 Free Packs from the following Categories: Paladin Point Buy, Melee Point Buy, or Training Point Buy.
  • Zanzibart grants the wielder +2 Defense Stat (breaking Cap up to 9) while defending from Attack Emotes from any Character that is Void Aligned. Additionally, even when not attacking Characters of these faiths, the wielder's Defence Dice Roll Minimum is set to 3.

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 Zanzibart but can only be used by MARTY/ALEX FILL IN. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Zanzibart.



Accreditation
WritersMantaRey
ArtistsMonMarty
Last EditorMonMarty on 09/25/2024.

» Read more