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|type            = Accessory
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Sparks of Joy have existed in Aloria for as long as theatrics and pyrotechnics have, created by the Happiness Arken to signify her immediate arrival or departure. Although mundane thespians have attempted to recreate the same effect, no product could ever hope to match the originals. These bundles of dense particulate magic can only be created by the Happiness Arken, and are often gifted to her favored children or performers. Many actors wish for a day when the Arken will bestow a Spark of Joy on them, with some viewing the bestowing of an Artifact as the difference between a master showperson, and an irrelevant bard in a backwater tavern.
Sparks of Joy have existed in Aloria for as long as theatrics and pyrotechnics, created by the Happiness Arken to signify her immediate arrival or departure. Although mundane thespians have attempted to recreate the same effect, no product could ever hope to match the originals. These bundles of dense particulate magic can only be created by the Happiness Arken, and are often gifted to her favored children or performers. Many actors wish for a day when the Arken will bestow a Spark of Joy on them, with some viewing the bestowing of an Artifact as the difference between a master showperson, and an irrelevant bard in a backwater tavern.


==Description==
==Description==
Sparks of Joy are classified as an Accessory Artifact, meaning they cannot be wielded at the same time with other Accessory Artifacts by the same owner. Normally stored in a cloth pouch or glass vial, the Spark particles themselves are an otherworldly burgundy and yellow. They shimmer and pour like small diamonds, with an almost musical quality to them as they collide with one another. When dashed against the ground, the many particles combust, sending up a plume of blinding red and yellow light.
Sparks of Joy are classified as an Accessory Artifact, meaning they cannot be wielded at the same time as other Accessory Artifacts by the same owner. Normally stored in a cloth pouch or glass vial, the Spark particles themselves are an otherworldly burgundy and yellow. They shimmer and pour like small diamonds, with an almost musical quality to them as they collide with one another. When dashed against the ground, the many particles combust, sending up a plume of blinding red and yellow light.


==Artifact Mechanics==
==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.
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===
===Permanent Mechanics===
*
* This Artifact can steal the Artifactspark from other defeated Artifactholders and can hold more than one Artifactspark inside of it. Other Mechanics may derive functions from the number of Artifactsparks. Any change in the number of Artifactsparks must always be reported in a Ticket. If this Artifact has more than one Artifactspark, being defeated and having an Artifactspark stolen will only result in the loss of one, rather than all.
* This Artifact allows the wielder to subtly change the memories of those around them for the past hour or so, that includes any actions taken, or statements made by them. They cannot remove the memory completely but can alter the memory to make the memory imply they said or did different things. This Mechanic does not work on those who have Mechanics that protect from memory alteration but does work on those who have Mechanics that prevent mind-altering.
===Sparked Mechanics===
===Sparked Mechanics===
*
* Joyspark is the herald of Happiness, capable of summoning a toy-candyland curse on any area anywhere in the world. Its wielder may request for Lore/World Staff to turn an area in Regalia into a candy hellscape (including parts of the city), which will cast the area in a colorful display. Anyone who enters this area is prone to uncontrollable fits of laughter, addiction to candy and eating the area's objects, and bouts of strong sadistic urges that persist in Combat. Only one candy zone can be active at any given time, and though it cannot be removed by anyone but the wielder, such an event is telegraphed and Player Characters will know what/who caused it.
*
* The wielder of this Artifact becomes a universal translator because comedy is a language that transcends language. They can speak and understand any language, and can even read and speak ancient languages like Ancient Altalar, or Proto-Cearden, though not Magical Languages.
===Sparked Combat Mechanics===
===Sparked Combat Mechanics===
*
* This Artifact's wielder can choose 3 Free Packs from any Category and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
*
* If someone other than the user uses a Sinistral Magic Point Buy Ability in Emote Range, the user can choose to gain +2HP. This can only happen once per Combat Scene.
* This Artifact grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes only. Additionally, when attacking, the wielder's Attack Dice Roll Minimum is 4. For every additional Artifactspark in the Artifact, this minimum is raised by +1.
==Collectible Artifact==
==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:
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
*When this Artifact is exchanged for a Collectible, the Sparks of Joy drift away leaving behind a Smilespark.
*The Happiness Trinket Collectible inherits the Permanent Mechanic of Coins of Greed but can only be used by performers or Happiness Arkenborn. While there are several Happiness Trinkets, each looks unique, though should be inspired by the appearance of Coins of Greed.
*The Smilespark Collectible inherits the second Permanent Mechanic of Smilespark (not the Artifactspark stealing Mechanic) but can be used by anyone. While there are several Smilesparks, each looks unique, though should be inspired by the appearance of Sparks of Joy.


{{Artifacts}}
{{Artifacts}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = booette, FireFan96
|Writers = booette, FireFan96, MantaRey
|Processors =  
|Processors =  
}}
}}
[[category:Artifacts]]
[[category:Artifacts]]

Latest revision as of 20:05, 3 October 2024

Sparks of Joy
Artifacts
NameSparks of Joy
OriginHappiness Arken
TypeAccessory

Sparks of Joy have existed in Aloria for as long as theatrics and pyrotechnics, created by the Happiness Arken to signify her immediate arrival or departure. Although mundane thespians have attempted to recreate the same effect, no product could ever hope to match the originals. These bundles of dense particulate magic can only be created by the Happiness Arken, and are often gifted to her favored children or performers. Many actors wish for a day when the Arken will bestow a Spark of Joy on them, with some viewing the bestowing of an Artifact as the difference between a master showperson, and an irrelevant bard in a backwater tavern.

Description

Sparks of Joy are classified as an Accessory Artifact, meaning they cannot be wielded at the same time as other Accessory Artifacts by the same owner. Normally stored in a cloth pouch or glass vial, the Spark particles themselves are an otherworldly burgundy and yellow. They shimmer and pour like small diamonds, with an almost musical quality to them as they collide with one another. When dashed against the ground, the many particles combust, sending up a plume of blinding red and yellow light.

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

  • This Artifact can steal the Artifactspark from other defeated Artifactholders and can hold more than one Artifactspark inside of it. Other Mechanics may derive functions from the number of Artifactsparks. Any change in the number of Artifactsparks must always be reported in a Ticket. If this Artifact has more than one Artifactspark, being defeated and having an Artifactspark stolen will only result in the loss of one, rather than all.
  • This Artifact allows the wielder to subtly change the memories of those around them for the past hour or so, that includes any actions taken, or statements made by them. They cannot remove the memory completely but can alter the memory to make the memory imply they said or did different things. This Mechanic does not work on those who have Mechanics that protect from memory alteration but does work on those who have Mechanics that prevent mind-altering.

Sparked Mechanics

  • Joyspark is the herald of Happiness, capable of summoning a toy-candyland curse on any area anywhere in the world. Its wielder may request for Lore/World Staff to turn an area in Regalia into a candy hellscape (including parts of the city), which will cast the area in a colorful display. Anyone who enters this area is prone to uncontrollable fits of laughter, addiction to candy and eating the area's objects, and bouts of strong sadistic urges that persist in Combat. Only one candy zone can be active at any given time, and though it cannot be removed by anyone but the wielder, such an event is telegraphed and Player Characters will know what/who caused it.
  • The wielder of this Artifact becomes a universal translator because comedy is a language that transcends language. They can speak and understand any language, and can even read and speak ancient languages like Ancient Altalar, or Proto-Cearden, though not Magical Languages.

Sparked Combat Mechanics

  • This Artifact's wielder can choose 3 Free Packs from any Category and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
  • If someone other than the user uses a Sinistral Magic Point Buy Ability in Emote Range, the user can choose to gain +2HP. This can only happen once per Combat Scene.
  • This Artifact grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes only. Additionally, when attacking, the wielder's Attack Dice Roll Minimum is 4. For every additional Artifactspark in the Artifact, this minimum is raised by +1.

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:

  • When this Artifact is exchanged for a Collectible, the Sparks of Joy drift away leaving behind a Smilespark.
  • The Smilespark Collectible inherits the second Permanent Mechanic of Smilespark (not the Artifactspark stealing Mechanic) but can be used by anyone. While there are several Smilesparks, each looks unique, though should be inspired by the appearance of Sparks of Joy.

Accreditation
Writersbooette, FireFan96, MantaRey
ArtistsMonMarty
Last EditorMonMarty on 10/3/2024.

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