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* Meselya grants the wielder access to Val-Ilaï's Gardens, a pocket sanctuary in Lathan (instance Region) that can be accessed via a magical door created with the Artifact (Contact Staff to move it). The door cannot be opened by any means, only the wielder, anyone they let in, and the Estelley Gods can open the door, no one else can break in without permission. While within the Gardens, they can suspend (not remove, just pause) the effects of any player-applied Curses, including Custom Kit Prized Curses. Curse effects immediately re-activate as soon as the individual exits the Sanctuary. | * Meselya grants the wielder access to Val-Ilaï's Gardens, a pocket sanctuary in Lathan (instance Region) that can be accessed via a magical door created with the Artifact (Contact Staff to move it). The door cannot be opened by any means, only the wielder, anyone they let in, and the Estelley Gods can open the door, no one else can break in without permission. While within the Gardens, they can suspend (not remove, just pause) the effects of any player-applied Curses, including Custom Kit Prized Curses. Curse effects immediately re-activate as soon as the individual exits the Sanctuary. | ||
===Sparked Mechanics=== | ===Sparked Mechanics=== | ||
* Meselya's wielder can choose 3 Free Packs from the following Categories: [[Cleric Point Buy]], [[Shielding Point Buy]], or [[Magic Point Buy]]. | |||
* Meselya protects the wielder. Meselya's wielder is immune to being Cursed, and any Curses they have placed in them when the Artifact is Sparked are immediately removed. Additionally, during Events, if the wielder is in lethal danger, Leyon will appear protecting them and potentially their friends or allies from lethal danger that they are about to get themselves into so long as it is not entirely self-provoked due to intentional provocation. | * Meselya protects the wielder. Meselya's wielder is immune to being Cursed, and any Curses they have placed in them when the Artifact is Sparked are immediately removed. Additionally, during Events, if the wielder is in lethal danger, Leyon will appear protecting them and potentially their friends or allies from lethal danger that they are about to get themselves into so long as it is not entirely self-provoked due to intentional provocation. | ||
* Meselya grants the wielder a minor version of Mind Control that allows them to read the emotional states of others, and what their immediate feelings (not thoughts) are about the situation they are in. They can also try and subtly push certain emotions to the surface or suppress others, but this aspect would require OOC consent from the target. | * Meselya grants the wielder a minor version of Mind Control that allows them to read the emotional states of others, and what their immediate feelings (not thoughts) are about the situation they are in. They can also try and subtly push certain emotions to the surface or suppress others, but this aspect would require OOC consent from the target. | ||
* Meselya was granted to protect the wielder. Meselya grants the wielder +2 Defense Stat (breaking Cap up to 9) while making Defense Rolls against attacks from any Character that is Void Aligned. Additionally, even when not defending against these Characters, the wielder's Defense Dice Roll Minimum is set to 3. | |||
* Meselya was granted to protect the wielder. Meselya grants the wielder +2 Defense Stat (breaking Cap up to 9) while | |||
==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 | 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 cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. To summarize this Artifact's Collectible properties: | ||
* | * When this Artifact is exchanged for a Collectible, the Artifact seeks out greater perfection, leaving behind a Power Ring. | ||
* The | * The Power Ring Collectible inherits the Permanent Mechanic of the Artifact. | ||
* While there are several Power Rings, each looks unique, though should be inspired by the Artifact. | |||
{{Artifacts}} | {{Artifacts}} |
Latest revision as of 00:45, 7 October 2024
Meselya, Moon-mirror Memory | |
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Artifacts | |
Name | Meselya, Moon-mirror Memory |
Origin | Estelley |
Type | Jewelry |
Meselya is a unique ring of Lanlath design crafted by the renowned guild of Magical smiths known as the Masters of Magnificence. It is the signet of the Great House of Val-Ilaï, a family that was destroyed in the Cataclysm. The ring is a symbol of a prophecy foretelling the emergence of a new heir of the Val-Ilaï family. It is also considered a bearer of bad luck for those who wear it, implying they will meet their end by having it in their possession. The House of Val-Ilaï played a significant role in bringing Ailor trained in warfare to the peaceful valleys of Lathan. After their fall, the fate of the Val-Ilaï descendants remains unclear.
Description
Meselya is a magical ring inscribed with feathered bird wings in faint silver on a darker, iron-toned body. When the bearer writes a letter, Meselya bleeds silver ink that snakes down their finger and flows into their pen, allowing them to write in any color they imagine for as long as they wish. The longer someone stares at them, the wings on Meselya seem to flutter and move like an optical illusion made real, unseen birds flying up and down along the jewelry's edges.
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
- Meselya grants the wielder access to Val-Ilaï's Gardens, a pocket sanctuary in Lathan (instance Region) that can be accessed via a magical door created with the Artifact (Contact Staff to move it). The door cannot be opened by any means, only the wielder, anyone they let in, and the Estelley Gods can open the door, no one else can break in without permission. While within the Gardens, they can suspend (not remove, just pause) the effects of any player-applied Curses, including Custom Kit Prized Curses. Curse effects immediately re-activate as soon as the individual exits the Sanctuary.
Sparked Mechanics
- Meselya's wielder can choose 3 Free Packs from the following Categories: Cleric Point Buy, Shielding Point Buy, or Magic Point Buy.
- Meselya protects the wielder. Meselya's wielder is immune to being Cursed, and any Curses they have placed in them when the Artifact is Sparked are immediately removed. Additionally, during Events, if the wielder is in lethal danger, Leyon will appear protecting them and potentially their friends or allies from lethal danger that they are about to get themselves into so long as it is not entirely self-provoked due to intentional provocation.
- Meselya grants the wielder a minor version of Mind Control that allows them to read the emotional states of others, and what their immediate feelings (not thoughts) are about the situation they are in. They can also try and subtly push certain emotions to the surface or suppress others, but this aspect would require OOC consent from the target.
- Meselya was granted to protect the wielder. Meselya grants the wielder +2 Defense Stat (breaking Cap up to 9) while making Defense Rolls against attacks from any Character that is Void Aligned. Additionally, even when not defending against these Characters, the wielder's Defense 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 cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. To summarize this Artifact's Collectible properties:
- When this Artifact is exchanged for a Collectible, the Artifact seeks out greater perfection, leaving behind a Power Ring.
- The Power Ring Collectible inherits the Permanent Mechanic of the Artifact.
- While there are several Power Rings, each looks unique, though should be inspired by the Artifact.
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