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Prakhara: Difference between revisions

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* The wielder of Prakhara is capable of entering world locations that are otherwise inaccessible to them either due to societal limitations, or geographical magical phenomena, such as Sarakand, Lathan, or Guldar. However, because these places exist off-map, one can never actually visit them, and they must merely be written about in personal lore stories so that the player has stories to tell to others.  
* The wielder of Prakhara is capable of entering world locations that are otherwise inaccessible to them either due to societal limitations, or geographical magical phenomena, such as Sarakand, Lathan, or Guldar. However, because these places exist off-map, one can never actually visit them, and they must merely be written about in personal lore stories so that the player has stories to tell to others.  
===Sparked Mechanics===
===Sparked Mechanics===
* The wielder of Prakhara gains Slizzar Mechanic 3, and is able to use Shifting as it is described on the Slizzar Heritage page. This however can never count as a Disguise, because they must still wield the Artifact, and thus become recognized.  
* Prakhara's wielder can choose 3 Free Packs from the following Categories: [[Adapt Point Buy]], [[Roguery Point Buy]], or [[Melee Point Buy]].
* The wielder of Prakhara gains [[Slizzar]] Mechanic 3, and is able to use Shifting as it is described on the Slizzar Heritage page. This however can never count as a Disguise, because they must still wield the Artifact, and thus become recognized.  
* Prakhara's wielder is immune to Curses being placed on them, and should the Artifact be Sparked when they have any Curses, they are removed. Additionally, they are immune to direct and indirect effects from Duke Summonings. Should a Duke summoning cause an effect on them (for example, a nearby explosion, or mind control), the effect is instead nullified. This also applies if they are themselves making a bargain with a Duke, the Duke is unable to impose any additional demands due to careless verbiage or wording on the wielder's part.  
* Prakhara's wielder is immune to Curses being placed on them, and should the Artifact be Sparked when they have any Curses, they are removed. Additionally, they are immune to direct and indirect effects from Duke Summonings. Should a Duke summoning cause an effect on them (for example, a nearby explosion, or mind control), the effect is instead nullified. This also applies if they are themselves making a bargain with a Duke, the Duke is unable to impose any additional demands due to careless verbiage or wording on the wielder's part.  
===Sparked Combat Mechanics===
* The wielder of Prakhara is a Temple-defending killing machine. While they participate in any Combat around or inside a Temple building, they gain +3 Attack Stat (breaking Cap up to 11) while using Attack Emotes. Additionally, even when not attacking around or inside a Temple, the wielder's Attack Dice Roll Minimum is set to 3.
* Prakhara's wielder can choose 3 Free Packs from the following Categories: Adapt Point Buy, Roguery Point Buy, or Melee Point Buy.
* The wielder of Prakhara is a Temple-defending killing machine. While they participate in any Combat around or inside a Temple building, they gain +3 Attack Stat (breaking Cap up to 11) while using Attack Emotes. Additionally, even when not attacking Characters of these faiths, the wielder's Attack Dice Roll Minimum is set to 5.


==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 cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. To summarize this Artifact's Collectible properties:
* Marty Will Fill This In
* When this Artifact is exchanged for a Collectible, the Artifact slips away to look for a more subtle wielder, leaving behind a Noxus Glaive.
* The UNIQUE NAME  Collectible inherits the Permanent Mechanic of Prakhara 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 Prakhara.
* The Noxus Glaive Collectible inherits the Permanent Mechanic of the Artifact.  
* While there are several Noxus Glaives, each looks unique, though should be inspired by the Artifact.


{{Artifacts}}
{{Artifacts}}

Latest revision as of 16:17, 7 October 2024

Prakhara, Snakebite Pole-Glaive
Artifacts
NamePrakhara, Snakebite Pole-Glaive
OriginSlizzar
TypeWeapon

Prakhara, Snakebite Pole-Glaive, is an impressive weapon of Slizzar design created for the ceremonial guards outside the sanctified pyramid of Nox. Prakhara escaped the Slizzar and traveled around the world with different owners. It was seized from the fallen at the Siege of Fessa Huallo, passed through various hands, and ended up in the loot chest of a Regalian Duke. Despite facing adversity, the weapon continued to circulate between curio markets and the courts of the wealthy. The Slizzar do not recall when Prakhara and its cohort of weapons were created, but they were carried by the guards of Nox's pyramid for as long as anyone could remember. It could be one of the oldest items still around in the world.

Description

Prakhara's glaive is a uniquely designed weapon with straight lines of purple Dragon Magic flowing into the blade. The haft is perfectly cylindrical and slate-polished gray Leystone, featuring elegant designs of twisting, curling Dragons. Despite its alien appearance, the Maraya consider it in keeping with proper medieval Meraic depictions. The weapon constantly emits a faint, purple-lilac color, even in darkness, and mysteriously scales with the wielder, maintaining full polearm size at all times.

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

  • The wielder of Prakhara is capable of entering world locations that are otherwise inaccessible to them either due to societal limitations, or geographical magical phenomena, such as Sarakand, Lathan, or Guldar. However, because these places exist off-map, one can never actually visit them, and they must merely be written about in personal lore stories so that the player has stories to tell to others.

Sparked Mechanics

  • Prakhara's wielder can choose 3 Free Packs from the following Categories: Adapt Point Buy, Roguery Point Buy, or Melee Point Buy.
  • The wielder of Prakhara gains Slizzar Mechanic 3, and is able to use Shifting as it is described on the Slizzar Heritage page. This however can never count as a Disguise, because they must still wield the Artifact, and thus become recognized.
  • Prakhara's wielder is immune to Curses being placed on them, and should the Artifact be Sparked when they have any Curses, they are removed. Additionally, they are immune to direct and indirect effects from Duke Summonings. Should a Duke summoning cause an effect on them (for example, a nearby explosion, or mind control), the effect is instead nullified. This also applies if they are themselves making a bargain with a Duke, the Duke is unable to impose any additional demands due to careless verbiage or wording on the wielder's part.
  • The wielder of Prakhara is a Temple-defending killing machine. While they participate in any Combat around or inside a Temple building, they gain +3 Attack Stat (breaking Cap up to 11) while using Attack Emotes. Additionally, even when not attacking around or inside a Temple, 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 slips away to look for a more subtle wielder, leaving behind a Noxus Glaive.
  • The Noxus Glaive Collectible inherits the Permanent Mechanic of the Artifact.
  • While there are several Noxus Glaives, each looks unique, though should be inspired by the Artifact.

Accreditation
WritersOkaDoka, ellereller, MantaRey
Last EditorScribbe on 10/7/2024.

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