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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. | |||
* some protection against emotion reading or smth. | * some protection against emotion reading or smth. | ||
===Sparked Mechanics=== | ===Sparked Mechanics=== | ||
* Spurned Animus' 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. | |||
* can change the type of spirit you control while they're w/in emote range of you. (i.e. turn an unbound into a puppeteer) | * can change the type of spirit you control while they're w/in emote range of you. (i.e. turn an unbound into a puppeteer) | ||
* "curse" a person with a rejection spirit infestation | * "curse" a person with a rejection spirit infestation | ||
* mechanic here | |||
* 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== |
Revision as of 02:42, 7 October 2024
Spurned Animus, Reluctant Gift | |
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Artifacts | |
Name | Spurned Animus, Reluctant Gift |
Origin | Rejection Arken |
Type | Jewelry |
Spurned Animus is an Artifact with no history, legends, or tales written about it. It first appeared in Amontaar, in late 311 AC, and has only occasionally changed hands as a passing curiosity. It is an artifact created by the Rejection Arken, and only recently has it been considered complete. The artifact hosts a Void Demon, bound to it, and well understood to be created by it, though the mechanisms of doing so have only recently been understood. When a large swathe of Regalians and other foreign nationals arrived in Amontaar during the summer of 312 AC, the full powers of Spurned Animus were revealed, with the jewelry returning to Regalia soon after.
Description
Spurned Animus is classified as an Accessory Artifact, meaning it cannot be wielded at the same time as other Accessory Artifacts by the same owner. Spurned Animus is a ruby-red gem set in a brassy golden necklace of intricate but alien design, resembling more the jagged cracks and curls of Void Script, though not Katharic. At parts, the brassy metal seems to be broken as it cracked under stress, then was refilled with a purer molten gold that lacks the same gritty finish, shimmering differently when held in the light. The amulet part is suspended on thread of the same metal, worn around one’s neck without a clasp.
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.
- some protection against emotion reading or smth.
Sparked Mechanics
- Spurned Animus' 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.
- can change the type of spirit you control while they're w/in emote range of you. (i.e. turn an unbound into a puppeteer)
- "curse" a person with a rejection spirit infestation
- mechanic here
- 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, Animus spurs its owner to seek a new muse, leaving behind a Unwanted Necklace.
- The Unwanted Necklace Collectible inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).
- While there are several Unwanted Necklaces, each looks unique, though should be inspired by the appearance of the Artifact.
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