Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Spurned Animus: Difference between revisions

From MassiveCraft Wiki
mNo edit summary
mNo edit summary
 
(9 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Info Artifacts
{{Info Artifacts
|image         = noimg.png
|image           = Darkneckl.png
|name         = Spurned Animus, Reluctant Gift
|name           = Spurned Animus, Reluctant Gift
|origin          = Rejection Arken
|origin          = Rejection Arken
|type         = Jewelry
|type           = Jewelry
|}}
|}}
Spurned Animus is an Artifact with no history, legends, or tales written about it. It first appeared in Amontaar, in late 311 AC, and has only occasionally changed hands as a passing curiosity. It is an artifact created by the Rejection Arken, and only recently has it been considered complete. The artifact historically hosted a Void Demon, bound to it, and well understood to be created by it, though the mechanisms of doing so were lost. When a large swathe of Regalians and other foreign nationals arrived in Amontaar during the summer of 312 AC, the full powers of Spurned Animus were revealed, with the jewelry returning to Regalia soon after, though not before the Rejection Arken altered it into the form it now takes. It is generally understood that the Artifact was part of a scheme by the Arken to obtain another "Tale of Rejection" that was foiled.


==Description==
Spurned Animus is classified as an Accessory Artifact, meaning it cannot be wielded at the same time as other Accessory Artifacts by the same owner. Spurned Animus is a ruby-red gem set in a brassy golden necklace of intricate but alien design, resembling more the jagged cracks and curls of Void Script, though not Katharic. At parts, the brassy metal seems to be broken as it cracked under stress, then was refilled with a purer molten gold that lacks the same gritty finish, shimmering differently when held in the light. The amulet part is suspended on thread of the same metal, worn around one’s neck without a clasp.


==Origins==
Spurned Animus is an Artifact with no History, Legends, or Tales written about it. It first appeared in Amontaar, in late 311 AC, and has only occasionally changed hands as a passing curiosity. It is an artifact created by the Rejection Arken, and is considered incomplete. The artifact hosts a Void Demon, bound to it, and well understood to be created by it, though the mechanisms of doing so are not fully understood. The current Demon bound to the Artifact is tight-lipped on its nature, for now. ((More Information may be added to this page, as it is discovered)).
==Appearance==
Spurned Animus is a ruby-red gem set in a brassy golden necklace of intricate but alien design. Resembling more the jagged cracks and curls of Void Script than anything favored by mortal hands, it is nonetheless decidedly not Katharic. At parts, the brassy metal seems to be broken like it cracked under stress, and then was refilled with a purer molten gold that lacks the same gritty finish, shimmering differently when held in the light. The amulet part is suspended on thread of the same metal, worn around one’s neck without a clasp. Altogether, the jewelry is also suspiciously light, more like a trinket or a coin than the weight one would expect, due to its Magical nature.
==Artifact Mechanics==
==Artifact Mechanics==
Spurned Animus is a Void Magic Artifact. As Spurned Animus is an Artifact, there are several rules associated with Artifact Ownership, see Artifact page. Spurned Animus also provides the following specials:
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====
===Permanent Mechanics===
* The wielder gains [[Hobbies | Magical Talent]], as a part of using this Artifact, without the wielder actually being considered Magical or as having Magic. Any Magic Point Buy Packs gained with this Artifact do not count as the user having Magic.
* 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.
====Artifactspark Mechanics====
* This Artifact's wielder is immune to the effects of Mechanics that have to do with affecting or peering into the mind of the wielder. This would make the user immune to for example Mind Control, or other Mechanisms that can read and influence the emotions or feelings of the wielder.
* Choose 2 Free Packs from the following Categories: [[Roguery Point Buy]], [[Invoke Point Buy]], [[Adapt Point Buy]]
===Sparked Mechanics===
* The wielder of Spurned Animus gains 1 Pack from [[Prayer Point Buy]] for free, even if they normally cannot invest in Prayer Point Buy due to lockouts. This does not count as Godly intervention, but as magic from this Artifact.  
* Spurned Animus' 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.
* The wielder of Spurned Animus can choose one enemy in a Combat Roleplay Scene (except during 1v1’s). That enemy counts as everything for the purposes of Abilities used by the wielder that only work against certain things (ex. people of a religion, mystech, mages, etc).  
* The wielder of this Artifact can target one Mystech of any variant, and apply an Anima Curse on them, which makes them of flesh and blood. They get to choose the Heritage (or Half-Heritage) and other aspects while losing the Mystech Heritage Traits. This Curse also gives them real feelings and emotions, but not a real soul, and is generally thought of as temporary. It can function as a Disguise, but does not have to be. When this Artifact loses its spark, this Curse is instantly removed, but the Curse can also be lifted by any other Curse removal Mechanic, where it counts as if having been applied by a 7 Magic Proficiency Mage.  
* The wielder of Spurned Animus can impose limitations upon the Bound Demon attached to the Artifact and created by it. The Artifact does not allow the wielder to fully command what the Demon does, but they can prevent it from doing certain things, if they are clever enough with their wording. They can also summon the Demon ((make a ticket)). The current Demon's name is: Animus.
* The wielder of this Artifact can choose one enemy in a Combat Roleplay Scene (except during 1v1’s). That enemy counts as everything for the purposes of Abilities and Combat Mechanics used by the wielder that only work against certain things (ex. people of a religion, mystech, mages, etc).
* The wielder of this Artifact can spend an Artifactspark to summon the Rejection Arken, which functions like a [[Divinium]] Summoning, in which the Arken will be amicable, answer questions, and potentially make bargains (assuming they are not insulted). Additionally, the wielder gains the Rejection [[Arkenborn]] Mechanics.
* This Artifact 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.


====Legendary Artifactspark Mechanics====
==Collectible Artifact==
* Choose 1 Free Pack from the following Category: [[Invoke Point Buy]]
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:
* This Artifact's Legendary Function has already been used, and is unavailable, until a hidden condition is met.
* When this Artifact is exchanged for a Collectible, Animus spurs its owner to seek a new muse, leaving behind a Unwanted Necklace.
* The Legendary Artifactspark Jewelry grants the user +2 Attack Stat (breaks cap up to 11) and +2 Defense Stat (breaks cap up to 9), and sets the minimum for their Attack and Defense Dice Rolls to 2. 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.
* The Unwanted Necklace Collectible inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).  
* While there are several Unwanted Necklaces, each looks unique, though should be inspired by the appearance of the Artifact.


{{Artifacts}}
{{Artifacts}}
{{Accreditation
{{Accreditation
|Artists = N/A
|Artists = N/A
|Writers = birdsfoot_violet, Okanara
|Writers = birdsfoot_violet, Okanara, FireFan96
|Processors = Okanara
|Processors = Okanara, MantaRey
}}
}}
[[category:Artifacts]]
[[category:Artifacts]]

Latest revision as of 04:43, 7 October 2024

Spurned Animus, Reluctant Gift
Artifacts
NameSpurned Animus, Reluctant Gift
OriginRejection Arken
TypeJewelry

Spurned Animus is an Artifact with no history, legends, or tales written about it. It first appeared in Amontaar, in late 311 AC, and has only occasionally changed hands as a passing curiosity. It is an artifact created by the Rejection Arken, and only recently has it been considered complete. The artifact historically hosted a Void Demon, bound to it, and well understood to be created by it, though the mechanisms of doing so were lost. When a large swathe of Regalians and other foreign nationals arrived in Amontaar during the summer of 312 AC, the full powers of Spurned Animus were revealed, with the jewelry returning to Regalia soon after, though not before the Rejection Arken altered it into the form it now takes. It is generally understood that the Artifact was part of a scheme by the Arken to obtain another "Tale of Rejection" that was foiled.

Description

Spurned Animus is classified as an Accessory Artifact, meaning it cannot be wielded at the same time as other Accessory Artifacts by the same owner. Spurned Animus is a ruby-red gem set in a brassy golden necklace of intricate but alien design, resembling more the jagged cracks and curls of Void Script, though not Katharic. At parts, the brassy metal seems to be broken as it cracked under stress, then was refilled with a purer molten gold that lacks the same gritty finish, shimmering differently when held in the light. The amulet part is suspended on thread of the same metal, worn around one’s neck without a clasp.

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's wielder is immune to the effects of Mechanics that have to do with affecting or peering into the mind of the wielder. This would make the user immune to for example Mind Control, or other Mechanisms that can read and influence the emotions or feelings of the wielder.

Sparked Mechanics

  • Spurned Animus' 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.
  • The wielder of this Artifact can target one Mystech of any variant, and apply an Anima Curse on them, which makes them of flesh and blood. They get to choose the Heritage (or Half-Heritage) and other aspects while losing the Mystech Heritage Traits. This Curse also gives them real feelings and emotions, but not a real soul, and is generally thought of as temporary. It can function as a Disguise, but does not have to be. When this Artifact loses its spark, this Curse is instantly removed, but the Curse can also be lifted by any other Curse removal Mechanic, where it counts as if having been applied by a 7 Magic Proficiency Mage.
  • The wielder of this Artifact can choose one enemy in a Combat Roleplay Scene (except during 1v1’s). That enemy counts as everything for the purposes of Abilities and Combat Mechanics used by the wielder that only work against certain things (ex. people of a religion, mystech, mages, etc).
  • The wielder of this Artifact can spend an Artifactspark to summon the Rejection Arken, which functions like a Divinium Summoning, in which the Arken will be amicable, answer questions, and potentially make bargains (assuming they are not insulted). Additionally, the wielder gains the Rejection Arkenborn Mechanics.
  • This Artifact 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, Animus spurs its owner to seek a new muse, leaving behind a Unwanted Necklace.
  • The Unwanted Necklace Collectible inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).
  • While there are several Unwanted Necklaces, each looks unique, though should be inspired by the appearance of the Artifact.

Accreditation
Writersbirdsfoot_violet, Okanara, FireFan96
ArtistsN/A
ProcessorsOkanara, MantaRey
Last EditorBirdsfoot violet on 10/7/2024.

» Read more