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==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 | * When this Artifact is exchanged for a Collectible, the Artifact vanishes, leaving behind a Truesight Blade. | ||
* The Truesight Blade Collectible inherits the Permanent Mechanic of the Artifact. | * The Truesight Blade Collectible inherits the Permanent Mechanic of the Artifact. | ||
* While there are several Truesight Blades, each looks unique, though should be inspired by the Artifact. | * While there are several Truesight Blades, each looks unique, though should be inspired by the Artifact. |
Latest revision as of 16:13, 7 October 2024
Panopticon | |
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Artifacts | |
Name | Panopticon |
Origin | Unknown |
Type | Weapon |
The Panopticon is ostensibly a weapon hilt of disputed origins that seems to attune itself to the wearer's preferences in melee combat and their Dimensional alignment. This artifact has defied any attempts to identify its alignment or who might have possibly made it, though depictions of the Panopticon date back to Seraph murals, leading some to speculate that either it is a reproduction of something ancient, or the Panopticon may yet be the oldest Artifact in existence, being over 70,000 years old, yet in pristine condition. The Panopticon disappeared following the Cataclysm, either looted from an Elven repository or lost on the battlefield, the chronicles are unclear. It is rumored that the Panopticon is depicted as a key on Seraph murals to a massive doorway, though no scholar has ever verified a doorway that fits this design as a key.
Description
The Panopticon is purely a hollow hilt of a weapon, an intricately woven pattern of thin metal-like golden material that is completely indestructible. The Panopticon, when not in use, is about a foot long. When held in hand extends a weapon the shape of which the wielder is most comfortable, its style based on the primary planar alignment of the wielder.
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
- Panopticon is a weapon and a primal key to lock away powerful Magic in an area (for example Magical corruption) into a Power Vault. A Power Vault becomes a semi-submerged magical tomb to contain said energy, the door of which can only be opened by Panopticon in theory (though dark entities are also capable of opening the door). This does not remove the Magic, it merely contains it, creating a highly congested source of Magic that draws Demons and Mages alike who want to drink from its power but cannot access it. In order to create a Power Vault, contact World Staff.
Sparked Mechanics
- Panopticon's wielder can choose 3 Free Packs from the following Categories: Magic Point Buy, Adapt Point Buy, or Invoke Point Buy.
- Panopticon is both key to lock and unlock things. Panopticon can be used to unlock any mundane door. If this function is used in a player-owned region like a rental, OOC consent is required to break through their door. However, Clandestine Bases, free Noble Estates, and other Custom-Kit-based properties do not require OOC consent. Panopticon cannot be used to break open small things like lockboxes, only doors and gates.
- Panopticon can force a doorway where there is none. Panopticon can, once per day, create a one-way portal between the location of the wielder and any location they wish to reach they have either seen before or been given a description of by someone else, on the map of Regalia. This portal allows others to pass through but is one-directional, meaning there is no way to travel back for the remainder of the day. When exiting the Panopticon portal, loud sounds are produced, requiring emotes for arrival. Panopticon's user and those traveling along are allowed to use OOC movement to travel to the exit point, which can even be inside the bases or Estates of other Players.
- Panopticon as a weapon was used to seal away things that were not meant for a mortal world. Panopticon grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Mystech and Undead. 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, the Artifact vanishes, leaving behind a Truesight Blade.
- The Truesight Blade Collectible inherits the Permanent Mechanic of the Artifact.
- While there are several Truesight Blades, each looks unique, though should be inspired by the Artifact.
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