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Coins of Greed: Difference between revisions

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===Sparked Mechanics===
===Sparked Mechanics===
*
*
* 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.
* combat bonus against people who have an artifact/sparks/divinium or are noble (?)
*Those who hold the Coin of Greed can spend an Artifactspark  to summon the Avarice Arken, (something something bonus)
*
*
===Sparked Combat Mechanics===
 
*
 
*
==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:

Revision as of 02:29, 7 October 2024

Coins of Greed
Artifacts
NameCoins of Greed
OriginAvarice Arken
TypeAccessory

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

Sparked Mechanics

  • 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.
  • combat bonus against people who have an artifact/sparks/divinium or are noble (?)
  • Those who hold the Coin of Greed can spend an Artifactspark to summon the Avarice Arken, (something something bonus)


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.

Accreditation
WritersLizmun, FireFan96
ArtistsMonMarty
Last EditorBirdsfoot violet on 10/7/2024.

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