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Narselendis: Difference between revisions

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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===
* Narsilendis grants the user the ability to use Marken Transformation without being a Marken, the ability to speak in normal language while in Marken form, and their Marken form can be of any type of animal not just the traditional Marken types. Even if the user is already a Marken, these effects are extended to them (and their appearance can also change). Additionally, Narsil's master was a lover of all things, and Narsilendis allows its user to Syncretize with an infinite amount of Religions and be considered faithful to any number of Gods (though the faithful may still choose to reject them).  
* Narselendis grants the user the ability to use Marken Transformation without being a Marken, the ability to speak in normal language while in Marken form, and their Marken form can be of any type of animal not just the traditional Marken types. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules). Even if the user is already a Marken, these effects are extended to them (and their appearance can also change). Additionally, Narsil's master was a lover of all things, and Narselendis allows its user to Syncretize with an infinite amount of Religions and be considered faithful to any number of Gods (though the faithful may still choose to reject them).  
===Sparked Mechanics===
===Sparked Mechanics===
* Narsilendis's user gains Urlan Mechanics 2, and 5. These Mechanics are only active while Narsilendis has an Artifactspark in it.  
* Narselendis' wielder can choose 3 Free Packs from the following Categories: [[Prayer Point Buy]], [[Athletic Point Buy]], or [[Chem Point Buy]].
* Narsilendis grants the user the [[Adapt_Point_Buy#Safeguard_Pack|Safeguard Pack]] for free. This Pack is only active while Narsilendis has an Artifactspark in it.
* Narselendis' user gains [[Urlan]] Mechanics 2, and 5. These Mechanics are only active while Narselendis has an Artifactspark in it.  
===Sparked Combat Mechanics===
* Narselendis grants the user the [[Adapt_Point_Buy#Safeguard_Pack|Safeguard Pack]] for free. This Pack is only active while Narselendis has an Artifactspark in it.  
* Sangria's wielder can choose 3 Free Packs from the following Categories: Paladin Point Buy, Melee Point Buy, or Training Point Buy.
* Narselendis holds a bite for those who put Narsil to death. Narselendis grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Regalian Knights. Additionally, even when not attacking Characters of these types, the wielder's Attack Dice Roll Minimum is set to 3.
* Narsilendis holds a bite for those who put Narsil to death. Narsilendis grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Knights. Additionally, even when not attacking Characters of these types, the wielder's Attack Dice Roll Minimum is set to 4.


==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, Narselendis seeks a new master to scheme for, leaving behind a Markensong Fang.
* The UNIQUE NAME Collectible inherits the Permanent Mechanic of Narsilendis 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 Narsilendis.
* The Markensong Fang Collectible inherits the Permanent Mechanic of the Artifact.  
* While there are several Markensong Fangs, each looks unique, though should be inspired by the Artifact.


{{Artifacts}}
{{Artifacts}}

Latest revision as of 04:40, 7 October 2024

Narselendis
Artifacts
NameNarselendis
OriginRegalia
TypeWeapon/Object

Narselendis is the golden calcified cobra fang of Narsil, the Marken-Archon pet guard of Arch Chancellor Morgan Kade. After Narsil's death, his fangs were preserved, and one of them turned into a weapon with the ability to reveal poison in liquids. It changed hands multiple times before disappearing in Regalia when its last owner was killed. The name Narselendis combines Narsil and Elendis, meaning "exile" in Old Anglian.

Description

Narselendis is a Unionist God Magic Artifact. It is an extracted, calcified cobra fang from Narsil that has been encased in gold.

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

  • Narselendis grants the user the ability to use Marken Transformation without being a Marken, the ability to speak in normal language while in Marken form, and their Marken form can be of any type of animal not just the traditional Marken types. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules). Even if the user is already a Marken, these effects are extended to them (and their appearance can also change). Additionally, Narsil's master was a lover of all things, and Narselendis allows its user to Syncretize with an infinite amount of Religions and be considered faithful to any number of Gods (though the faithful may still choose to reject them).

Sparked Mechanics

  • Narselendis' wielder can choose 3 Free Packs from the following Categories: Prayer Point Buy, Athletic Point Buy, or Chem Point Buy.
  • Narselendis' user gains Urlan Mechanics 2, and 5. These Mechanics are only active while Narselendis has an Artifactspark in it.
  • Narselendis grants the user the Safeguard Pack for free. This Pack is only active while Narselendis has an Artifactspark in it.
  • Narselendis holds a bite for those who put Narsil to death. Narselendis grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Regalian Knights. Additionally, even when not attacking Characters of these types, 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, Narselendis seeks a new master to scheme for, leaving behind a Markensong Fang.
  • The Markensong Fang Collectible inherits the Permanent Mechanic of the Artifact.
  • While there are several Markensong Fangs, each looks unique, though should be inspired by the Artifact.

Accreditation
Writersfantuinn, MantaRey
ArtistsMonMarty
Last EditorBirdsfoot violet on 10/7/2024.

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