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Created page with "{{Info Artifacts |image = Adsad.jpg |name = Ándlar, Gatekey of Bev |origin = Fornoss |tier = Rare Tier II |type = Weapon |}} Ándlar, Gatekeeper of Bev, is a greatsword or claymore made of Zenith Silver, an extremely rare metal thought long lost to the world, with ancient Velheim meaning and religious uses for the Fornoss faith. Ándlar is one of a handful of incredibly powerful weapons capable o..." |
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{{Info Artifacts | {{Info Artifacts | ||
|image = | |image = L22,R1,C1,Andlar,visible,Normal,255.png | ||
|name = Ándlar, Gatekey of | |name = Ándlar, Gatekey of Tadhg | ||
|origin = [[Fornoss]] | |origin = [[Fornoss]] | ||
|type = Weapon | |type = Weapon | ||
|}} | |}} | ||
Ándlar, Gatekeeper of | Ándlar, Gatekeeper of Tadhg, is a greatsword or claymore made of Zenith Silver, an extremely rare metal thought long lost to the world, with ancient [[Velheim]] meaning and religious uses for the [[Fornoss]] faith. Ándlar’s creation is mostly a mystery but is believed to have been made by the Fornoss gods. It is also associated with bringing an end to the [[Undead]]. It is a highly important artifact among Fornoss worshipers as one of Tadhg's Keys, great weapons that can open their associated Vaarda Gate, and the greatsword in question can open the Gate on [[Nordskag]] in the [[Northbelt]]. It was recently recovered from a Helbolwen in Irvainvik (one of the few cities in [[Drixagh]]) and brought to the City of Regalia by the Velheim who discovered it. | ||
== | ==Description== | ||
Ándlar appears like a greatsword with a twisted handle formed into a tree-like shape with grooved engravings and four branches representing the four Worlds: the Living, Eiliheim, Volaheim, and Imellomgård. The material used in the blade, Zenith Silver, is associated with the divine works of Dáuw, forged in the fires of Mount Storgud and blessed by the skill of several gods so that no wielder would falter. This metal has a light-blue glow at all times with faint floating lights resembling snow falling as the blade is wielded. | |||
==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==== | |||
* Andlar allows the user to have a Spirit-alter becoming one of Tadhg's Guardian Spirits temporarily, converting to a Primal Revenant. The user can choose either Unbound Spirit, Invaded Spirit, or Colony Spirit, and replace their Heritage Traits except for Free Packs, with the Spirit's Heritage Traits instead. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules). | |||
====Sparked Mechanics==== | |||
* Andlar's wielder can choose 3 Free Packs from the following Categories: [[Adapt Point Buy]], [[Melee Point Buy]], or [[Shaman Point Buy]]. | |||
* Andlar can be used to place a Deathkiss Curse on anyone with 0 HP in a Combat scene that Andlar and its wielder fought in. This Curse lasts exactly 96 hours after which it is self-cleansed. In the first 24-hour period since being placed, the victim has 8 HP whenever they start Combat. The next 24 hours after that, 6 HP, 4 HP for the 24 hours after that, and the final 24 hours, the victim only has 2 HP whenever they start Combat. This Curse cannot be removed in any conventional way, and has to be waited out. | |||
* Andlar when wielded brings with it the fury of Tadhg's winter, casting a Combat scene in a blizzard. Anyone that is a participant in this Combat scene (even allies) except Andlar's own wielder, has their total Move per Turn halved, from 10 to 5. Anyone with a Mechanic that grants them immunity to Magical Weather Area Effect (for example Isldar) is immune to this effect. | |||
* Andlar as a weapon was used to seal Tadhg Gates, and end the Svartskra. Andlar grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Arkenborn and Mystech. Additionally, even when not attacking Characters of types, the wielder's Attack 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 melts like spring to a new master, leaving behind a Nil Winterblade. | |||
* The Nil Winterblade Collectible inherits the Permanent Mechanic of the Artifact. | |||
* While there are several Nil Winterblades, each looks unique, though should be inspired by the Artifact. | |||
{{Artifacts}} | {{Artifacts}} | ||
{{Accreditation | {{Accreditation | ||
|Artists = MonMarty | |Artists = MonMarty | ||
|Writers = MonMarty | |Writers = MonMarty, ellereller, MantaRey | ||
|Processors = FireFan96, HydraLana | |Processors = FireFan96, HydraLana | ||
}} | }} | ||
[[category:Artifacts]] | [[category:Artifacts]] |
Latest revision as of 00:52, 7 October 2024
Ándlar, Gatekey of Tadhg | |
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Artifacts | |
Name | Ándlar, Gatekey of Tadhg |
Origin | Fornoss |
Type | Weapon |
Ándlar, Gatekeeper of Tadhg, is a greatsword or claymore made of Zenith Silver, an extremely rare metal thought long lost to the world, with ancient Velheim meaning and religious uses for the Fornoss faith. Ándlar’s creation is mostly a mystery but is believed to have been made by the Fornoss gods. It is also associated with bringing an end to the Undead. It is a highly important artifact among Fornoss worshipers as one of Tadhg's Keys, great weapons that can open their associated Vaarda Gate, and the greatsword in question can open the Gate on Nordskag in the Northbelt. It was recently recovered from a Helbolwen in Irvainvik (one of the few cities in Drixagh) and brought to the City of Regalia by the Velheim who discovered it.
Description
Ándlar appears like a greatsword with a twisted handle formed into a tree-like shape with grooved engravings and four branches representing the four Worlds: the Living, Eiliheim, Volaheim, and Imellomgård. The material used in the blade, Zenith Silver, is associated with the divine works of Dáuw, forged in the fires of Mount Storgud and blessed by the skill of several gods so that no wielder would falter. This metal has a light-blue glow at all times with faint floating lights resembling snow falling as the blade is wielded.
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
- Andlar allows the user to have a Spirit-alter becoming one of Tadhg's Guardian Spirits temporarily, converting to a Primal Revenant. The user can choose either Unbound Spirit, Invaded Spirit, or Colony Spirit, and replace their Heritage Traits except for Free Packs, with the Spirit's Heritage Traits instead. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules).
Sparked Mechanics
- Andlar's wielder can choose 3 Free Packs from the following Categories: Adapt Point Buy, Melee Point Buy, or Shaman Point Buy.
- Andlar can be used to place a Deathkiss Curse on anyone with 0 HP in a Combat scene that Andlar and its wielder fought in. This Curse lasts exactly 96 hours after which it is self-cleansed. In the first 24-hour period since being placed, the victim has 8 HP whenever they start Combat. The next 24 hours after that, 6 HP, 4 HP for the 24 hours after that, and the final 24 hours, the victim only has 2 HP whenever they start Combat. This Curse cannot be removed in any conventional way, and has to be waited out.
- Andlar when wielded brings with it the fury of Tadhg's winter, casting a Combat scene in a blizzard. Anyone that is a participant in this Combat scene (even allies) except Andlar's own wielder, has their total Move per Turn halved, from 10 to 5. Anyone with a Mechanic that grants them immunity to Magical Weather Area Effect (for example Isldar) is immune to this effect.
- Andlar as a weapon was used to seal Tadhg Gates, and end the Svartskra. Andlar grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Arkenborn and Mystech. Additionally, even when not attacking Characters of types, the wielder's Attack 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 melts like spring to a new master, leaving behind a Nil Winterblade.
- The Nil Winterblade Collectible inherits the Permanent Mechanic of the Artifact.
- While there are several Nil Winterblades, each looks unique, though should be inspired by the Artifact.
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