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{{Info Artifacts | {{Info Artifacts | ||
|image = | |image = Rlhammer.png | ||
|name = Sandspite, Hammer of Gears | |name = Sandspite, Hammer of Gears | ||
|origin = Machinist | |origin = [[Minor Faiths#The Mortis Cult|The Machinist]] | ||
|type = Weapon | |type = Weapon | ||
|}} | |}} | ||
Sandspite | Sandspite, Hammer of Gears, was created by the Machinist, who was the patron of the Skyborn people for centuries before their betrayal led to its untimely demise. Now revived, the Machinist plots its revenge with the help of loyalists and new allegiance alike, who benefit from the corruptive influence of his malefic tools. Sandpsite was a gift from the Death God, handed down to one of its champions, to wield in its name and kill the enemies of its worship. It eventually made its way to Al-Alus, where it seduced a famous machining family to the power of the Machinist. When they were discovered, the family and Sandspite were exiled from the city, where the Artifact vanished into the hands of the Rishiq. | ||
== | ==Description== | ||
Sandspite is | Sandspite is classified as a Weapon Artifact, meaning it cannot be wielded at the same time as other Weapon Artifacts by the same owner. Sandspite is a tall, brass polearm with a gear network at the top of the shaft that unfolds into a hammerhead. The hammer face is embossed with Death Script, and the shaft with etchings in the Skyborn artistic style inlaid with blue rock. Sandspite's base is wrapped with a faded blue fabric. Through each gap in the gears, space seems to carry a sickly green glow. | ||
Sandspite is a | |||
==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. | |||
===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 user to temporarily Transform into a Mystech of their chosen design (excluding Altered Mystech), losing their own Heritage Traits, and gaining those of the Mystech. If the user has some kind of status or Mechanic that would prevent them from being Mystech, then this Mechanic does not work. The user can toggle between their normal state and this Mystech Transformation at any time outside of Combat. Additionally, the Artifact grants the wielder access to all Tech Branches that are not explicitly locked down to a Heritage, Religion, or Affliction. | |||
===Sparked Mechanics=== | |||
* | * Sandspite's wielder can choose 3 Free Packs from any Proficency Category they can invest in and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark. | ||
* | * Sandspite can be used to place a Deathkiss Curse on anyone with 0 HP in a Combat scene that Sandspite and its wielder are present. 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. | ||
* Sandspite when wielded brings with it the fury of Ard-al-Nur, casting a Combat scene in a sandstorm. Anyone that is a participant in this Combat scene (even allies) except Sandspite'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 Effect (for example Isldar) is immune to this effect. | |||
* Sandspite grants the wielder a connection to the Machinists' most secret plans and knowledge. Once a month, the wielder can request blueprints for one of the Machinist’s Favored Weapons, a limited use technology of immense power (temporary partial custom kit). In return, however, the Machinist will demand something in return, with dire consequences if it is not acquired for it. | |||
* Sandspite 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. | |||
* Sandspite grants the wielder a connection to the Machinists' most secret plans and knowledge. Once a month, the wielder can request blueprints for one of the Machinist’s Favored Weapons, a limited use technology of immense power (temporary partial custom kit). In return, however, the Machinist will demand something in return, with dire consequences if it is not acquired for it. | |||
* | |||
==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, Sandspite drifts into the Machinist's sandstorms, leaving behind a Morbid Gearmace. | |||
* The Morbid Gearmace Collectible inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one). | |||
* While there are several Morbid Gearmaces, each looks unique, though should be inspired by the appearance of the Artifact. | |||
{{Artifacts}} | {{Artifacts}} | ||
{{Accreditation | {{Accreditation | ||
|Artists = | |Artists = MonMarty | ||
|Writers = OkaDoka, ellereller | |Writers = OkaDoka, ellereller, FireFan96 | ||
|Processors = | |Processors = | ||
}} | }} | ||
[[category:Artifacts]] | [[category:Artifacts]] |
Latest revision as of 01:06, 7 October 2024
Sandspite, Hammer of Gears | |
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Artifacts | |
Name | Sandspite, Hammer of Gears |
Origin | The Machinist |
Type | Weapon |
Sandspite, Hammer of Gears, was created by the Machinist, who was the patron of the Skyborn people for centuries before their betrayal led to its untimely demise. Now revived, the Machinist plots its revenge with the help of loyalists and new allegiance alike, who benefit from the corruptive influence of his malefic tools. Sandpsite was a gift from the Death God, handed down to one of its champions, to wield in its name and kill the enemies of its worship. It eventually made its way to Al-Alus, where it seduced a famous machining family to the power of the Machinist. When they were discovered, the family and Sandspite were exiled from the city, where the Artifact vanished into the hands of the Rishiq.
Description
Sandspite is classified as a Weapon Artifact, meaning it cannot be wielded at the same time as other Weapon Artifacts by the same owner. Sandspite is a tall, brass polearm with a gear network at the top of the shaft that unfolds into a hammerhead. The hammer face is embossed with Death Script, and the shaft with etchings in the Skyborn artistic style inlaid with blue rock. Sandspite's base is wrapped with a faded blue fabric. Through each gap in the gears, space seems to carry a sickly green glow.
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 user to temporarily Transform into a Mystech of their chosen design (excluding Altered Mystech), losing their own Heritage Traits, and gaining those of the Mystech. If the user has some kind of status or Mechanic that would prevent them from being Mystech, then this Mechanic does not work. The user can toggle between their normal state and this Mystech Transformation at any time outside of Combat. Additionally, the Artifact grants the wielder access to all Tech Branches that are not explicitly locked down to a Heritage, Religion, or Affliction.
Sparked Mechanics
- Sandspite's wielder can choose 3 Free Packs from any Proficency Category they can invest in and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
- Sandspite can be used to place a Deathkiss Curse on anyone with 0 HP in a Combat scene that Sandspite and its wielder are present. 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.
- Sandspite when wielded brings with it the fury of Ard-al-Nur, casting a Combat scene in a sandstorm. Anyone that is a participant in this Combat scene (even allies) except Sandspite'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 Effect (for example Isldar) is immune to this effect.
- Sandspite grants the wielder a connection to the Machinists' most secret plans and knowledge. Once a month, the wielder can request blueprints for one of the Machinist’s Favored Weapons, a limited use technology of immense power (temporary partial custom kit). In return, however, the Machinist will demand something in return, with dire consequences if it is not acquired for it.
- Sandspite 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 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, Sandspite drifts into the Machinist's sandstorms, leaving behind a Morbid Gearmace.
- The Morbid Gearmace Collectible inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).
- While there are several Morbid Gearmaces, each looks unique, though should be inspired by the appearance of the Artifact.
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