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Riverhide: Difference between revisions

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* Riverhide protects the user from Monsters both in the dead lands of Kur, and in Aloria. Any Event Monster or Player Character who is presently in a Monster Transformation cannot see the wearer of Riverhide, so long as they do not initiate Combat, do not speak, and do not attempt to steal anything.  
* Riverhide protects the user from Monsters both in the dead lands of Kur, and in Aloria. Any Event Monster or Player Character who is presently in a Monster Transformation cannot see the wearer of Riverhide, so long as they do not initiate Combat, do not speak, and do not attempt to steal anything.  
===Sparked Mechanics===
===Sparked Mechanics===
* Any crime the wearer of Riverhide 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, Riverhide disallows them from recording real memories.  
* Riverhide's wielder can choose 3 Free Packs from the following Categories: [[Medical Point Buy]], [[Cleric Point Buy]], or [[Roguery Point Buy]].
* Any crime the wearer of Riverhide commits, becomes untraceable to them in the eyes of the Law. Any criminal records and any evidence that would link the crime back to them is changed so that it cannot be remembered, or cannot be accurately read. If the wearer is turned in for a Crime, they are merely immediately let go under presumption of misunderstanding.  
* Riverhide's inside fabric is host to a whole garden of medicinal herbs and plants that can be ground or consumed for all manner of positive effects. Even if the user does not know any herbology, they will instinctively know what plant does what, and are able to cure most non-lethal/genetic ailments and diseases or provide similar utilitarian benefits as Alchemy in general does.  
* Riverhide's inside fabric is host to a whole garden of medicinal herbs and plants that can be ground or consumed for all manner of positive effects. Even if the user does not know any herbology, they will instinctively know what plant does what, and are able to cure most non-lethal/genetic ailments and diseases or provide similar utilitarian benefits as Alchemy in general does.  
===Sparked Combat Mechanics===
* Riverhide as a cloak was used to make war on the Ordial Shades of Kur, and protect against their magic. Riverhide grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from any Character that is Ordial Aligned. Additionally, even when not defending against Characters of Ordial alignment, the wielder's Defense Dice Roll Minimum is set to 3.
* Sangria's wielder can choose 3 Free Packs from the following Categories: Paladin Point Buy, Melee Point Buy, or Training Point Buy.
* Meratar as a cloak was used to make war on the Dragon faithful, and hunt down enemies of the Allorn Empire. Meratar grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from any Character that is Ordial Aligned. Additionally, even when not attacking Characters of these faiths, the wielder's Defence Dice Roll Minimum is set to 3.


==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 cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. To summarize this Artifact's Collectible properties:
* Marty Will Fill This In
* When this Artifact is exchanged for a Collectible, the Artifact drifts to freedom, leaving behind a Kurhoned Cloak.
* The UNIQUE NAME Collectible inherits the Permanent Mechanic of Riverhide but can only be used by MARTY/ALEX FILL IN. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Riverhide.
* The Kurhoned Cloak Collectible inherits the Permanent Mechanic of the Artifact.  
* While there are several Kurhoned Cloaks, each looks unique, though should be inspired by the Artifact.


{{Artifacts}}
{{Artifacts}}

Latest revision as of 00:03, 4 November 2024

Riverhide, Thunder’s Cover
Artifacts
NameRiverhide, Thunder’s Cover
OriginDraconism
TypeArmor

The legend of Riverhide tells the story of a war banner that transformed into a cloak with miraculous powers. It was seen in various locations, always connected to water, and brought about strange occurrences. Riverhide is the calm before the storm, first created as a war banner that fluttered proudly in the Last City of the Living. Presented in such a morbid plane of existence where death is so rife, the waterfowl standard was flown as a statement by the Anglian Witch who called it a gift: that ‘no aggressor could wear out the patience bestowed by Regulus’ teachings’ and that ‘His love would forgive the lost one day.’ It appeared on the back of a despotic Count who then had a change of heart after a lightning strike. The common theme in all accounts is that Riverhide never stayed in one place for long and was always found near a body of water.

Description

Riverhide is a large blue cloak with a white stream flowing down its center, depicting an unfinished waterfowl motif. It has sparked a trend among young Anglian Witches, who now incorporate bodies of water into their fashion. There is speculation about Regulus's involvement in blessing the cloak, as the original owner never confirmed or denied it. It has a handmade quality and warps to fit the wearer's body, rippling down their frame in great waves.

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

  • Riverhide protects the user from Monsters both in the dead lands of Kur, and in Aloria. Any Event Monster or Player Character who is presently in a Monster Transformation cannot see the wearer of Riverhide, so long as they do not initiate Combat, do not speak, and do not attempt to steal anything.

Sparked Mechanics

  • Riverhide's wielder can choose 3 Free Packs from the following Categories: Medical Point Buy, Cleric Point Buy, or Roguery Point Buy.
  • Any crime the wearer of Riverhide commits, becomes untraceable to them in the eyes of the Law. Any criminal records and any evidence that would link the crime back to them is changed so that it cannot be remembered, or cannot be accurately read. If the wearer is turned in for a Crime, they are merely immediately let go under presumption of misunderstanding.
  • Riverhide's inside fabric is host to a whole garden of medicinal herbs and plants that can be ground or consumed for all manner of positive effects. Even if the user does not know any herbology, they will instinctively know what plant does what, and are able to cure most non-lethal/genetic ailments and diseases or provide similar utilitarian benefits as Alchemy in general does.
  • Riverhide as a cloak was used to make war on the Ordial Shades of Kur, and protect against their magic. Riverhide grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from any Character that is Ordial Aligned. Additionally, even when not defending against Characters of Ordial alignment, the wielder's Defense 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 drifts to freedom, leaving behind a Kurhoned Cloak.
  • The Kurhoned Cloak Collectible inherits the Permanent Mechanic of the Artifact.
  • While there are several Kurhoned Cloaks, each looks unique, though should be inspired by the Artifact.

Accreditation
Writersellereller, MantaRey
Processorsbirdsfoot_violet
Last EditorBirdsfoot violet on 11/4/2024.

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