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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 grants the wielder the Maquixtl Mechanic for Gene Editing including all of its visual functions.
===Sparked Mechanics===
===Sparked Mechanics===
*
* At the start of Combat, the wielder may target an Ally, and forcibly absorb them into their body temporarily. The Ally is removed from physical existence, and the wielder of the Artifact's HP is increased to 14. The absorbed Ally can no longer use Attack Emotes or move from the Artifact wielder's body, but can still use their Abilities from inside the host, though only when the Artifact Wielder has their Turn.
*
* The Artifact's wielder can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +7 in out of Combat dice roll Strength competitions.
===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, Apotheon retrieves the tail but leaves behind a Necklace of the Thorn.
*The '''UNIQUE NAME''' Collectible inherits the Permanent Mechanic of Malghoriirn 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 Malghoriirn.
*The Necklace of the Thorn Collectible inherits the second Permanent Mechanic of Malghoriirn (not the Artifactspark stealing Mechanic) but can be used by anyone. While there are several Necklaces of the Thorn, each looks unique, though should be inspired by the appearance of Malghoriirn.


{{Artifacts}}
{{Artifacts}}

Latest revision as of 19:12, 3 October 2024

Malghoriirn, Gold-Barbed Venom
Artifacts
NameMalghoriirn, Gold-Barbed Venom
OriginEvolism
TypeWeapon

Malghoriirn, the Gold-Barbed Venom, is a cruel slight against the Evolist God Apotheon, where the tail of one of his followers was ripped away and fashioned into a perverse weapon to instead serve Catheron's will. Kalandryl Ranvanokh Malghoriirn was a follower of Apotheon and was concerned that the idea of perfection would be lost to him upon his death. In an act to pass down perfection from generation to generation, he struck a deal with Catheron to create an Artifact worthy of this cause. In a cruel fate, Kaladryl's tail and spine were ripped out by the Evolist God, with Malghoriirn created in the process. Kaladryl's wish came true, at the cost of his life.

Description

Malghoriirn is classified as a Weapon Artifact, meaning it cannot be wielded at the same time with other Weapon Artifacts by the same owner. Malghoriirn is an indisputably beautiful spear just the same as it is a cruel one, with the length of its haft a spine spun in sun-charred, hardened sinew and the end of it a golden scorpion’s stinger. Void-Script can be seen continuously running down the spear’s length, as if never being able to quite settle down, and forever on the search for the place perfect for 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. 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 grants the wielder the Maquixtl Mechanic for Gene Editing including all of its visual functions.

Sparked Mechanics

  • At the start of Combat, the wielder may target an Ally, and forcibly absorb them into their body temporarily. The Ally is removed from physical existence, and the wielder of the Artifact's HP is increased to 14. The absorbed Ally can no longer use Attack Emotes or move from the Artifact wielder's body, but can still use their Abilities from inside the host, though only when the Artifact Wielder has their Turn.
  • The Artifact's wielder can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +7 in out of Combat dice roll Strength competitions.

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, Apotheon retrieves the tail but leaves behind a Necklace of the Thorn.
  • The Necklace of the Thorn Collectible inherits the second Permanent Mechanic of Malghoriirn (not the Artifactspark stealing Mechanic) but can be used by anyone. While there are several Necklaces of the Thorn, each looks unique, though should be inspired by the appearance of Malghoriirn.

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

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