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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. | ||
* This Artifact allows the wielder to create illusions of currency that are indistinguishable from the real thing, circumventing even anti-Magic/Purestone, and being undetectable even to Mages who are adept at detecting Illusions, or those who have Mechanics that would allow them to see through illusions. This currency is always tangible but can be made to disappear at any time by the artifact wielder, and the coins do not trace back to them. | |||
===Sparked Mechanics=== | ===Sparked Mechanics=== | ||
* | * Coins of Greed's 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. | ||
* The holder of a coin of greed, if the coin is super charged with magic, can open a temporary rift into Avarice’s Infinite Vault, an expansive but dangerous pocket dimension where Avarice lives and keeps his horde of wealth. From here, they and a small party can enter the vault (which begins a DMed event) in which they may be able to possibly steal an object of high value from the Avarice Arken, though this also risks incurring the Arken’s wrath. After this rift is closed (at the end of the event) the artifact is desparked. | * The holder of a coin of greed, if the coin is super charged with magic, can open a temporary rift into Avarice’s Infinite Vault, an expansive but dangerous pocket dimension where Avarice lives and keeps his horde of wealth. From here, they and a small party can enter the vault (which begins a DMed event) in which they may be able to possibly steal an object of high value from the Avarice Arken, though this also risks incurring the Arken’s wrath. After this rift is closed (at the end of the event) the artifact is desparked. | ||
* | * The wielder of this Artifact can target up to two Registered Aristocrat families with a Goldfarm Curse, which affects their entire family, and cannot be removed with any Curse removal Mechanics. While Cursed, this family or group experiences inexplicable financial drains on their banking accounts and wealth, that after a quick investigation will lead to Coins of Greed's wielder. While this Curse is active, the wielder counts as being wealthy like 2 Aristocrat houses combined, and can expect to have mercenaries hired to hunt them down for as long as the Curse is active. This Curse will never bankrupt them, but keep registered Aristocrats impoverished until the Curse is removed voluntarily, or the Artifact has its Spark removed. | ||
* | * The wielder of this Artifact can spend an Artifactspark to summon the Avarice Arken, which functions like a [[Divinium]] Summoning, in which the Arken will be amicable, answer questions, and potentially make bargains (assuming they are not insulted). Additionally, the wielder gains the Avarice [[Arkenborn]] Mechanics. | ||
* | * 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== |
Latest revision as of 04:00, 7 October 2024
Coins of Greed | |
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Artifacts | |
Name | Coins of Greed |
Origin | Avarice Arken |
Type | Accessory |
Coins of Greed (Also called Greedcoins) have been present for hundreds of years and have always signified the presence and influence of the Avarice Arken. There are many Coins of Greed present in Aloria; at least one is present in every economic sphere that uses coin-based currency and has magic present in society. Greed Coins can be created by Avarice himself or by powerful Avarice demons. Often conspirators that work with the Arken or worship him possess Greed Coins, but so many exist that it’s not unlikely for somebody to just come across one within a treasure horde, either.
Description
Coins of Greed are classified as an Accessory Artifact, meaning they cannot be wielded at the same time as other Accessory Artifacts by the same owner. Coins of Greed appear nearly identical to any coin-type currency in the area it inhabits (such as the Regalian Crown). However, they are often covered with motifs befitting the Avarice Arken, and any faces or people on the coin are replaced with the likeness of the Avarice Arken (who presently appears as a triceratops-esque Allar).
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.
- This Artifact allows the wielder to create illusions of currency that are indistinguishable from the real thing, circumventing even anti-Magic/Purestone, and being undetectable even to Mages who are adept at detecting Illusions, or those who have Mechanics that would allow them to see through illusions. This currency is always tangible but can be made to disappear at any time by the artifact wielder, and the coins do not trace back to them.
Sparked Mechanics
- Coins of Greed's 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.
- The holder of a coin of greed, if the coin is super charged with magic, can open a temporary rift into Avarice’s Infinite Vault, an expansive but dangerous pocket dimension where Avarice lives and keeps his horde of wealth. From here, they and a small party can enter the vault (which begins a DMed event) in which they may be able to possibly steal an object of high value from the Avarice Arken, though this also risks incurring the Arken’s wrath. After this rift is closed (at the end of the event) the artifact is desparked.
- The wielder of this Artifact can target up to two Registered Aristocrat families with a Goldfarm Curse, which affects their entire family, and cannot be removed with any Curse removal Mechanics. While Cursed, this family or group experiences inexplicable financial drains on their banking accounts and wealth, that after a quick investigation will lead to Coins of Greed's wielder. While this Curse is active, the wielder counts as being wealthy like 2 Aristocrat houses combined, and can expect to have mercenaries hired to hunt them down for as long as the Curse is active. This Curse will never bankrupt them, but keep registered Aristocrats impoverished until the Curse is removed voluntarily, or the Artifact has its Spark removed.
- The wielder of this Artifact can spend an Artifactspark to summon the Avarice Arken, which functions like a Divinium Summoning, in which the Arken will be amicable, answer questions, and potentially make bargains (assuming they are not insulted). Additionally, the wielder gains the Avarice Arkenborn Mechanics.
- 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, the Artifact must feed off a new greedy master, leaving behind a Trickscorn Coin.
- The Coronet of the Trickscorn Coin inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).
- While there are several Trickscorn Coins, each looks unique, though should be inspired by the appearance of the Artifact.
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