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{{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]]
|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. It was 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 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==
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==Artifact Mechanics==
==Artifact Mechanics==
Zanzibart is a [[Unionist]] God Magic Artifact. There are rules associated with Artifact Ownership, see the [[Artifact]] Page. Artifacts also provide 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. See the [[Artifacts]] Page for Rules on Artifact ownership.
====Permanent Mechanics====
===Permanent Mechanics===
* Zanzibart grants the wielder the Thousandblade [[Bloodcast]] Chapter mechanic of contacting House Kade. If the wielder is already a Thousandblade Bloodcast, they gain a different Bloodcast Chapter mechanic of their choice.
* 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.  
====Artifactspark Mechanics====
===Sparked Mechanics===
* Choose 2 Free Packs from the following Categories: Athletic Point Buy, Cleric Point Buy, Veteran Point Buy
* Zanzibart's wielder can choose 3 Free Packs from the following Categories: [[Training Point Buy]], [[Adapt Point Buy]], [[Shielding Point Buy]].
* Zanzibart is a weapon of wanderers and troubadours. Its wielder gains a +2 to the minimum of their Attack Dice Rolls (up to 4) whenever they’re outside of the Regalian City, or in one of the City’s Parks.
* 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 remembers those who pass. For every Movement Ability used within Emote Range of Zanzibart’s wielder, gain one charge. When three charges are reached, the user of Zanzibart gains +2 Defense Stat. (breaking cap up to 9).
* 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.
 
* 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 defending against Characters of that alignment, the wielder's Defense Dice Roll Minimum is set to 3.
====Legendary Artifactspark Mechanics====
* Choose 1 Free Pack from the following Category: Cleric Point Buy
* Zanzibart is a tragic creation that will pull tragedy with it. On contributing to KOing a target with Zanzibart (contributing means dealing at least 4HP of damage), apply a Curse. While Cursed, the sufferer’s Defense Stat is set to 1, and can no longer gain bonuses to it. Optionally, they can also be afflicted with a morose sense of guilt. Requires 2 mages with 7 magic proficiency, or two Unionist Priests, to cleanse.
* The Legendary Artifactspark Weapon grants the user +3 Attack Stat (breaks cap up to 11) and +1 Defense Stat (breaks cap up to 9), and sets the minimum for their Attack Dice Rolls to 5. When the user is KO’d, they can choose to instantly teleport them, and the Artifact, safely to their home. This can only be done once (and must be reported to Lore Staff). Subsequent uses of this teleport mechanic must sacrifice the Artifact’s Spark in order to teleport the user and the Artifact. The Artifact is considered de-sparked, and the Artifactspark is granted to whoever KO’d the user.


==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, Zanzibart seeks a new Maidenless to forgive, leaving behind a Forgiven Goldmace.
* The Forgiven Goldmace Collectible inherits the Permanent Mechanic of the Artifact.
* While there are several Forgiven Goldmaces, each looks unique, though should be inspired by the Artifact.


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

Latest revision as of 13:08, 7 October 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. It was 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 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. See the Artifacts Page for Rules on Artifact ownership.

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's wielder can choose 3 Free Packs from the following Categories: Training Point Buy, Adapt Point Buy, Shielding Point Buy.
  • 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.
  • 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 defending against Characters of that alignment, 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, Zanzibart seeks a new Maidenless to forgive, leaving behind a Forgiven Goldmace.
  • The Forgiven Goldmace Collectible inherits the Permanent Mechanic of the Artifact.
  • While there are several Forgiven Goldmaces, each looks unique, though should be inspired by the Artifact.

Accreditation
WritersMantaRey
ArtistsMonMarty
Last EditorMantaRey on 10/7/2024.

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