More actions
No edit summary |
|||
(4 intermediate revisions by 2 users not shown) | |||
Line 11: | Line 11: | ||
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. | 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=== | ||
* Gudhjarta allows its wielder to Transform into an Urlan, though they keep their previous Heritage Traits, and gain Urlan Heritage Mechanic 2, 3,4, and 5. If the wielder is already an Urlan, the bonus of Mechanic 2 and 1 is doubled. Additionally, Gudhjarta aesthetically merges with their horns (optional if already Urlan), becoming part of their body and giving them glowing white horns that are painful to look at directly for Undead or Mystech. This Transformation | * Gudhjarta allows its wielder to Transform into an [[Urlan]], though they keep their previous Heritage Traits, and gain Urlan Heritage Mechanic 2, 3,4, and 5. If the wielder is already an Urlan, the bonus of Mechanic 2 and 1 is doubled. Additionally, Gudhjarta aesthetically merges with their horns (optional if already Urlan), becoming part of their body and giving them glowing white horns that are painful to look at directly for Undead or Mystech. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules). | ||
===Sparked Mechanics=== | ===Sparked Mechanics=== | ||
* Gudhjarta is the herald of | * Gudhjarta's wielder can choose 3 Free Packs from the following Categories: [[Bruiser Point Buy]], [[Melee Point Buy]], or [[Training Point Buy]]. | ||
* Gudhjarta is the herald of Tadhg's winter of malcontent, capable of summoning the terrible frost of the frozen wastes anywhere in the world. Its wielder may request for Lore/World Staff to turn an area in Regalia into a frozen hellscape (including parts of the city), which will cast the area in a deep freeze. Anyone who fights inside these winter areas has -2 HP (or -1 Block Token if reduced HP) on Combat start, except the wielder of Gudhjarta and any other Fornoss believer. Only one frost zone can be active at any given time, and though it cannot be removed by anyone but the wielder, such an event is telegraphed and Player Characters will know what/who caused it. | |||
* Gudhjarta is capable of Cursing a Player Character that it deals any amount of HP Damage to with the Wintergrasp Curse. While under the influence of the Wintergrasp Curse, the Target loses their Heritage Traits and becomes a Godsrot Undead instead, gaining Godsrot Undead Heritage Mechanics. This state can either be voluntarily released by Gudhjarta's wielder or be removed by having 3 Mages with at least 7 Proficiency investments in Magic Dispel the Curse. This Curse cannot be removed by Priestly Absorption. | * Gudhjarta is capable of Cursing a Player Character that it deals any amount of HP Damage to with the Wintergrasp Curse. While under the influence of the Wintergrasp Curse, the Target loses their Heritage Traits and becomes a Godsrot Undead instead, gaining Godsrot Undead Heritage Mechanics. This state can either be voluntarily released by Gudhjarta's wielder or be removed by having 3 Mages with at least 7 Proficiency investments in Magic Dispel the Curse. This Curse cannot be removed by Priestly Absorption. | ||
* Gudhjarta as an artifact of the God of life and death, is made from the horns of the Demon-scorn. Gudhjarta grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on any Mystech Variant, or Undead. Additionally, even when not attacking Characters of these Heritages, the wielder's Attack Dice Roll Minimum is set to 3. | |||
* Gudhjarta as an artifact of the God of life and death, is made from the horns of the Demon-scorn. Gudhjarta grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on any Mystech Variant, or Undead. Additionally, even when not attacking Characters of these Heritages, Attack Dice | |||
==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 | 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 | * When this Artifact is exchanged for a Collectible, the Artifact returns to silent winter, leaving behind a Winterhold Axe. | ||
* The | * The Winterhold Axe Collectible inherits the Permanent Mechanic of the Artifact. | ||
* While there are several Winterhold Axes, each looks unique, though should be inspired by the Artifact. | |||
{{Artifacts}} | {{Artifacts}} |
Latest revision as of 01:49, 14 October 2024
Guðhjarta (Gudhjarta) | |
---|---|
Artifacts | |
Name | Guðhjarta (Gudhjarta) |
Origin | Fornoss |
Type | Weapon |
Guðhjarta, a legendary Fornoss artifact, is a war-pick with a bronze hilt adorned in intricate root designs and a glowing white antler tip, said to be chippings from the horns of Tadhg, the Urlan god. The weapon was wielded by Velheim warlords during the Skagger Wars before vanishing when peace was made with the Regalian Empire. Though revered, Guðhjarta is feared for inspiring greed and murderous intent among the unworthy. Its most common origin tale describes Tadhg defeating a monstrous spirit, Dreikar, only to lose horn fragments through the trickery of Svol, a demon servant. Svol forged Guðhjarta, hoping to slay Bard and empower Helskorn, but Bard eventually claimed it. After its divine history ended, Guðhjarta passed between Skagger warlords, gaining the nickname "Ivory Tear" for its devastating effect on Regalian armies, before disappearing after the Skagger Horde’s fall.
Description
Guðhjarta is a blend of savage and refined design. Its base, a war-pick hilt of Makat Bronze, is tied to the Vola gods of Fornoss and Ellador. The hilt features a thick wire forming a handguard and securing glowing shards from Tadhg's antlers, replacing forged blade elements. These antler shards line the top, side, and a savage spike facing the wielder. Though Tadhg has regrown his antlers, the separated shards retain potent power, glowing and trailing light particles, enhancing the weapon’s mystic presence.
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
- Gudhjarta allows its wielder to Transform into an Urlan, though they keep their previous Heritage Traits, and gain Urlan Heritage Mechanic 2, 3,4, and 5. If the wielder is already an Urlan, the bonus of Mechanic 2 and 1 is doubled. Additionally, Gudhjarta aesthetically merges with their horns (optional if already Urlan), becoming part of their body and giving them glowing white horns that are painful to look at directly for Undead or Mystech. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules).
Sparked Mechanics
- Gudhjarta's wielder can choose 3 Free Packs from the following Categories: Bruiser Point Buy, Melee Point Buy, or Training Point Buy.
- Gudhjarta is the herald of Tadhg's winter of malcontent, capable of summoning the terrible frost of the frozen wastes anywhere in the world. Its wielder may request for Lore/World Staff to turn an area in Regalia into a frozen hellscape (including parts of the city), which will cast the area in a deep freeze. Anyone who fights inside these winter areas has -2 HP (or -1 Block Token if reduced HP) on Combat start, except the wielder of Gudhjarta and any other Fornoss believer. Only one frost zone can be active at any given time, and though it cannot be removed by anyone but the wielder, such an event is telegraphed and Player Characters will know what/who caused it.
- Gudhjarta is capable of Cursing a Player Character that it deals any amount of HP Damage to with the Wintergrasp Curse. While under the influence of the Wintergrasp Curse, the Target loses their Heritage Traits and becomes a Godsrot Undead instead, gaining Godsrot Undead Heritage Mechanics. This state can either be voluntarily released by Gudhjarta's wielder or be removed by having 3 Mages with at least 7 Proficiency investments in Magic Dispel the Curse. This Curse cannot be removed by Priestly Absorption.
- Gudhjarta as an artifact of the God of life and death, is made from the horns of the Demon-scorn. Gudhjarta grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on any Mystech Variant, or Undead. Additionally, even when not attacking Characters of these Heritages, 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 returns to silent winter, leaving behind a Winterhold Axe.
- The Winterhold Axe Collectible inherits the Permanent Mechanic of the Artifact.
- While there are several Winterhold Axes, each looks unique, though should be inspired by the Artifact.
|
Accreditation | |||||||
---|---|---|---|---|---|---|---|
|
|