More actions
No edit summary |
|||
(One intermediate revision by one other user not shown) | |||
Line 13: | Line 13: | ||
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=== | ||
* Akhet-hedj allows its wielder to use a Golden Reclaimer Transformation, which transforms their body into that of a divine God-like superhuman warrior in appearance, larger, stronger, and faster, covered in metallic golden fur. This Transformation can optionally grant an Asha appearance if the user is not Asha, or change their animal type if they are. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules). Also while using this Transformation during Divinium summoning, | * Akhet-hedj allows its wielder to use a Golden Reclaimer Transformation, which transforms their body into that of a divine God-like superhuman warrior in appearance, larger, stronger, and faster, covered in metallic golden fur. This Transformation can optionally grant an Asha appearance if the user is not Asha, or change their animal type if they are. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules). Also while using this Transformation during Divinium summoning, Khama Gods will treat the wielder as one of them which unlocks additional dialogue options. | ||
===Sparked Mechanics=== | ===Sparked Mechanics=== | ||
Line 23: | Line 23: | ||
==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 cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. 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: | ||
* When this Artifact is exchanged for a Collectible, the Artifact seeks out a new muse for Akhet, leaving behind a | * When this Artifact is exchanged for a Collectible, the Artifact seeks out a new muse for Akhet, leaving behind a Sunburnt Necklace. | ||
* The | * The Sunburnt Necklace Collectible inherits the Permanent Mechanic of the Artifact. | ||
* While there are several | * While there are several Sunburnt Necklaces, each looks unique, though should be inspired by the Artifact. | ||
{{Artifacts}} | {{Artifacts}} | ||
{{Accreditation | {{Accreditation |
Latest revision as of 03:10, 7 October 2024
Akhet-hedj, Rising of the Sun | |
---|---|
Artifacts | |
Name | Akhet-hedj, Rising of the Sun |
Origin | Khama |
Type | Jewelry |
Akhet-hedj, or "Rising of the Sun," is a necklace featuring a brilliant golden stone that constantly shines, regardless of time. It is part of the former King of Gods' royal regalia, who, after passing power to his brother Tjafar, allowed his artifacts to scatter across the world, either to aid the faithful or, perhaps, misplaced during his flirtations with mortals. Though newly introduced, Akhet-hedj holds symbolic importance due to its divine origin. The river tribes, keepers of ancient traditions lost under Allorn rule, immortalized Akhet’s jewelry in their poems and cave paintings. Legends suggest Tjafar crafted these pieces as birthday gifts, creating new jewelry each year until Akhet had so much, he gave them away freely to mortals during his travels. Thus, the artifacts grew in both mystery and significance across the land.
Description
Akhet-hedj is a necklace of thin Living Metal that ripples, adjusting to the wearer's size and needs. Even without controlling the metal, it pulls back when threatened or snagged. At its center, a rectangular frame features hieroglyphic verses of Khama holy poetry. A golden stone, amber-like in color, is set in the middle, glowing brighter under the sun’s direct gaze, symbolizing Akhet's divine presence. The necklace responds protectively, reflecting the sun’s light and shimmering with divine energy.
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
- Akhet-hedj allows its wielder to use a Golden Reclaimer Transformation, which transforms their body into that of a divine God-like superhuman warrior in appearance, larger, stronger, and faster, covered in metallic golden fur. This Transformation can optionally grant an Asha appearance if the user is not Asha, or change their animal type if they are. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules). Also while using this Transformation during Divinium summoning, Khama Gods will treat the wielder as one of them which unlocks additional dialogue options.
Sparked Mechanics
- Akhet-hedj's wielder can choose 3 Free Packs from the following Categories: Athletic Point Buy, Adapt Point Buy, or Training Point Buy.
- Akhet-hedj acts as a bridge between the Dewa past and the Asha present to the wielder. While wearing Akhet-hedj, they can off-screen enter the Ashal Islands even if they are not Asha or half-Asha. Additionally, they are able to understand and speak the ancient Dewamenet dialect of the Asha language and can read ancient hieroglyphs. Finally, the Gods of Khama they do not worship (Sefruat and Divi if Dewa, Gahan and Kazheron and Nephka if Dogmatic) still regard them as followers, even if they believe a different variant of Khama (this only applies to Khama worshipers).
- Akhet-hedj passes part of Akhet's trickery to avoid Qadreti's watching and distrustful machines, giving the user some protections against machines. The wearer of Akhet-hedj can remain undetected or invisible to machine detectors, scanners, or other forms of optic detectors. This also includes Automata (Player) Characters, which they will be undetectable to so long as they do not attack or speak. Additionally, if they do not want to be affected by a machine, Akhet-hedj protects them.
- Akhet-hedj as an artifact of the redeemer, is inspired by his unending conflict with the Elves over the loss of the Dewamenet Empire. Akhet-hedj grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on any variant of Elven Heritage, including Half-Elves. Additionally, even when not attacking Characters of these Heritages, 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, the Artifact seeks out a new muse for Akhet, leaving behind a Sunburnt Necklace.
- The Sunburnt Necklace Collectible inherits the Permanent Mechanic of the Artifact.
- While there are several Sunburnt Necklaces, each looks unique, though should be inspired by the Artifact.
|
Accreditation | |||||||
---|---|---|---|---|---|---|---|
|
|