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|type            = Accessory
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The Ivory Picks were created by the Consigner as a way to learn the tricks of musicians and escape artists for its own nefarious purposes. While a good magician never reveals their tricks, the capabilities of the Ivory Pick are alluring enough for many to exchange knowledge of their acts with the Death God in exchange for one of these Artifacts. However, horror stories circulate around the performing arts communities of escape artists preparing for their death defying final act, only to find that the key component to their survival, the Ivory Pick, has been misfortunately misplaced, giving the Consigner the last laugh.
The Ivory Picks were created by the Consigner as a way to learn the tricks of musicians and escape artists for their nefarious purposes. While a good magician never reveals their tricks, the capabilities of the Ivory Pick are alluring enough for many to exchange knowledge of their acts with the Death God in exchange for one of these Artifacts. However, horror stories circulate the performing arts communities of escape artists preparing for their death-defying final act, only to find that the key component to their survival, the Ivory Pick, has been misfortunately misplaced, giving the Consigner the last laugh.


==Description==
==Description==
Ivory Picks are classified as an Accessory Artifact, meaning they cannot be wielded at the same time with other Accessory Artifacts by the same owner. An Ivory Pick is a thin pale instrument, able to fit within the keyhole of any lock or door. Prone to snapping under stress, it’s possible for anyone not careful enough to accidentally break the item under the right circumstance. The material of the Pick is thought to be some kind of polished bone, smooth to the touch with a soft glossy coating around it, although what exactly it's been made from has never truly been confirmed outright.
Ivory Picks are classified as an Accessory Artifact, meaning they cannot be wielded at the same time as other Accessory Artifacts by the same owner. An Ivory Pick is a thin pale instrument, able to fit within the keyhole of any lock or door. Prone to snapping under stress, it’s possible for anyone not careful enough to accidentally break the item under the right circumstances. The material of the Pick is thought to be some kind of polished bone, smooth to the touch with a soft glossy coating around it, although what exactly it's been made from has never truly been confirmed outright.


==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.
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===
*
* 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 prevents the user's home Region (either a Rental Region, Clandestine Base, or Noble Estate, but only one of them) from being broken into by any Mechanics that allow the lockpicking of Gates and Doors (though during a Raid, Gate-Smashing Mechanics will still work). Additionally, this Region is naturally immune from espionage, no machines can record anything inside, and no outside Mechanic can be used to spy into the Region.
===Sparked Mechanics===
===Sparked Mechanics===
*
* This Artifact is a key to lock and unlock things. It can be used to unlock any mundane door. If this function is used in a player-owned region like a rental, OOC consent is required to break through their door. However, Clandestine Bases, free Noble Estates, and other Custom-Kit-based properties do not require OOC consent. This Artifact cannot be used to break open small things like lockboxes, only doors and gates.
*
* Any crime the wearer of this Artifact commits, becomes untraceable to them. Any criminal records, any memory, and any evidence that would link the crime back to them is changed so that it cannot be remembered, or cannot be accurately read. This even affects Mechanics which would prevent a Character's memories from being tampered with, this Artifact disallows them from recording real memories.
===Sparked Combat Mechanics===
===Sparked Combat Mechanics===
*
* This Artifact's wielder can choose 3 Free Packs from any Category and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
*
* If someone other than the user uses a Sinistral Magic Point Buy Ability in Emote Range, the user can choose to gain +2HP. This can only happen once per Combat Scene.
* 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==
==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 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:
*Marty Will Fill This In
*When this Artifact is exchanged for a Collectible, the Ivory Picks disappear, but leave behind a Bone-Hand Key.
*The '''UNIQUE NAME''' Collectible inherits the Permanent Mechanic of Ivory Picks but can only be used by '''WHOEVER MARTY/ALEX WANT TO USE IT'''. While there are several '''UNIQUE NAME''', each looks unique, though should be inspired by the appearance of Ivory Picks.
*The Bone-Hand Key Collectible inherits the second Permanent Mechanic of Ivory Picks (not the Artifactspark stealing Mechanic) but can be used by anyone. While there are several Bone-Hand Keys, each looks unique, though should be inspired by the appearance of Ivory Picks.


{{Artifacts}}
{{Artifacts}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = DedJok, FireFan96
|Writers = DedJok, FireFan96, MantaRey
|Processors =  
|Processors =  
}}
}}
[[category:Artifacts]]
[[category:Artifacts]]

Latest revision as of 19:12, 3 October 2024

Ivory Picks
Artifacts
NameIvory Picks
OriginThe Consigner
TypeAccessory

The Ivory Picks were created by the Consigner as a way to learn the tricks of musicians and escape artists for their nefarious purposes. While a good magician never reveals their tricks, the capabilities of the Ivory Pick are alluring enough for many to exchange knowledge of their acts with the Death God in exchange for one of these Artifacts. However, horror stories circulate the performing arts communities of escape artists preparing for their death-defying final act, only to find that the key component to their survival, the Ivory Pick, has been misfortunately misplaced, giving the Consigner the last laugh.

Description

Ivory Picks are classified as an Accessory Artifact, meaning they cannot be wielded at the same time as other Accessory Artifacts by the same owner. An Ivory Pick is a thin pale instrument, able to fit within the keyhole of any lock or door. Prone to snapping under stress, it’s possible for anyone not careful enough to accidentally break the item under the right circumstances. The material of the Pick is thought to be some kind of polished bone, smooth to the touch with a soft glossy coating around it, although what exactly it's been made from has never truly been confirmed outright.

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 prevents the user's home Region (either a Rental Region, Clandestine Base, or Noble Estate, but only one of them) from being broken into by any Mechanics that allow the lockpicking of Gates and Doors (though during a Raid, Gate-Smashing Mechanics will still work). Additionally, this Region is naturally immune from espionage, no machines can record anything inside, and no outside Mechanic can be used to spy into the Region.

Sparked Mechanics

  • This Artifact is a key to lock and unlock things. It can be used to unlock any mundane door. If this function is used in a player-owned region like a rental, OOC consent is required to break through their door. However, Clandestine Bases, free Noble Estates, and other Custom-Kit-based properties do not require OOC consent. This Artifact cannot be used to break open small things like lockboxes, only doors and gates.
  • Any crime the wearer of this Artifact commits, becomes untraceable to them. Any criminal records, any memory, and any evidence that would link the crime back to them is changed so that it cannot be remembered, or cannot be accurately read. This even affects Mechanics which would prevent a Character's memories from being tampered with, this Artifact disallows them from recording real memories.

Sparked Combat Mechanics

  • This Artifact's wielder can choose 3 Free Packs from any Category and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
  • If someone other than the user uses a Sinistral Magic Point Buy Ability in Emote Range, the user can choose to gain +2HP. This can only happen once per Combat Scene.
  • 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 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:

  • When this Artifact is exchanged for a Collectible, the Ivory Picks disappear, but leave behind a Bone-Hand Key.
  • The Bone-Hand Key Collectible inherits the second Permanent Mechanic of Ivory Picks (not the Artifactspark stealing Mechanic) but can be used by anyone. While there are several Bone-Hand Keys, each looks unique, though should be inspired by the appearance of Ivory Picks.

Accreditation
WritersDedJok, FireFan96, MantaRey
ArtistsMonMarty
Last EditorMonMarty on 10/3/2024.

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