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{{Info Artifacts
{{Info Artifacts
|image          = Darkneckl.png|link=Mazatlias|
|image          = Mazatolias.png|link=Mazatlias|
|name            = Mazatlias
|name            = Mazatlias
|origin          = [[Evolism]]
|origin          = [[Evolism]]
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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.
* Mazatlias grants the wielder access to the Creator’s Evolution Garden, a pocket sanctuary filled with horrific flesh plants and monsters somewhere in the world (instance Region) that can be accessed via a magical door created with the Artifact (Contact Staff to move it). The door cannot be opened by any means, only the wielder, anyone they let in, and the Creator themselves can open the door, no one else can break in without permission. While within the Gardens themselves, the wielder has aesthetic control over the flesh-plants, and full control over their own body, able to have access to all biological Heritage traits.
===Sparked Mechanics===
===Sparked Mechanics===
*
*Mazatlias' wielder can choose 3 Free Packs from any Proficency Category they can invest in and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
*
* This Artifact's wielder gains Monster Invocation for free. The monster transformation is not as open, and is instead always flavored around animalistic powers, flesh-horrors and/or meat.
===Sparked Combat Mechanics===
* This Artifact’s wielder holds onto the power of monsters, and can take any combination of 3 Mechanics from Allar or Urlan. The wielder initiates combat with 2 extra HP, meaning that they always start combat with 12 HP instead of 10 HP.
*
* The wielder remembers and records nearby monsters, and represses their potential to bolster its own. Characters with Monster Transformations feel a sense of unease within Emote Range of the wielder of Mazatlias, and can no longer leave their Monster Transformations, even if downed to 0HP. This effect must specifically be activated.
*
* 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 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, Mazatlias seeks a new Monster to be inspired by, leaving behind a Monstercast Chain.
* The UNIQUE NAME  Collectible inherits the Permanent Mechanic of Mazatlias 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 Mazatlias.
* The Monstercast Chain Collectible inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).  
 
* While there are several Monstercast Chains, each looks unique, though should be inspired by the appearance of the Artifact.


==Trivia==
==Trivia==

Latest revision as of 02:27, 7 October 2024

Mazatlias
Artifacts
NameMazatlias
OriginEvolism
TypeJewelry

Evolism revolves around the self and the influence of the Gods. The extreme form of Evolism involves using debauchery and destruction to elevate oneself, leading to the creation of a cult of Apotheon in Regalia's sewers. The cult, known as the Balebloods, fell under the leadership of Motēuczōma, who was drawn to a strange being promising a bright future. The cult began transforming kidnapping victims into mutants and targeting politicians, but they were eventually defeated by Regalian Knights and freelancers. The cult's secrets, including the creation of a powerful artifact named Mazatlias, died with them.

Description

Mazatlias is a bone-white chain necklace with a matching case. The material is unknown but feels like fluid ivory. It features a dark purple gemstone, possibly a mutated amethyst, with a smoky plume of black inside, forming inky silhouettes of monstrous forms. The artifact's youth means it doesn't store many shapes, and clawing against the gemstone's dark surface implies that this may be for the best.

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.
  • Mazatlias grants the wielder access to the Creator’s Evolution Garden, a pocket sanctuary filled with horrific flesh plants and monsters somewhere in the world (instance Region) that can be accessed via a magical door created with the Artifact (Contact Staff to move it). The door cannot be opened by any means, only the wielder, anyone they let in, and the Creator themselves can open the door, no one else can break in without permission. While within the Gardens themselves, the wielder has aesthetic control over the flesh-plants, and full control over their own body, able to have access to all biological Heritage traits.

Sparked Mechanics

  • Mazatlias' wielder can choose 3 Free Packs from any Proficency Category they can invest in and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
  • This Artifact's wielder gains Monster Invocation for free. The monster transformation is not as open, and is instead always flavored around animalistic powers, flesh-horrors and/or meat.
  • This Artifact’s wielder holds onto the power of monsters, and can take any combination of 3 Mechanics from Allar or Urlan. The wielder initiates combat with 2 extra HP, meaning that they always start combat with 12 HP instead of 10 HP.
  • The wielder remembers and records nearby monsters, and represses their potential to bolster its own. Characters with Monster Transformations feel a sense of unease within Emote Range of the wielder of Mazatlias, and can no longer leave their Monster Transformations, even if downed to 0HP. This effect must specifically be activated.
  • 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 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, Mazatlias seeks a new Monster to be inspired by, leaving behind a Monstercast Chain.
  • The Monstercast Chain Collectible inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).
  • While there are several Monstercast Chains, each looks unique, though should be inspired by the appearance of the Artifact.

Trivia

  • The mysterious being that contacted Motēuczōma is still in question, though most theories point to it being the Arken of Corruption or Body, or the Spirit Sovereign Milai. The effortless turnaround of the cult leader into a new line of thinking implies Corruption, but the animalistic mutagenic preferences of the new Cult of the Baleblood point to Milai or Body’s involvement
  • Remember, Monster-like transformations are illegal in Regalia.

Accreditation
Writerstrent_rouls
ProcessorsMantaRey
Last EditorMonMarty on 10/7/2024.

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