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Spurned Animus: Difference between revisions

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* 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.  
* 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.  
* The wielder of this Artifact can target one Mystech of any variant, and apply an Anima Curse on them, which makes them of flesh and blood. They get to choose the Heritage (or Half-Heritage) and other aspects while losing the Mystech Heritage Traits. This Curse also gives them real feelings and emotions, but not a real soul, and is generally thought of as temporary. It can function as a Disguise, but does not have to be. When this Artifact loses its spark, this Curse is instantly removed, but the Curse can also be lifted by any other Curse removal Mechanic, where it counts as if having been applied by a 7 Magic Proficiency Mage.  
* The wielder of this Artifact can target one Mystech of any variant, and apply an Anima Curse on them, which makes them of flesh and blood. They get to choose the Heritage (or Half-Heritage) and other aspects while losing the Mystech Heritage Traits. This Curse also gives them real feelings and emotions, but not a real soul, and is generally thought of as temporary. It can function as a Disguise, but does not have to be. When this Artifact loses its spark, this Curse is instantly removed, but the Curse can also be lifted by any other Curse removal Mechanic, where it counts as if having been applied by a 7 Magic Proficiency Mage.  
* asdf
* The wielder of this Artifact can choose one enemy in a Combat Roleplay Scene (except during 1v1’s). That enemy counts as everything for the purposes of Abilities and Combat Mechanics used by the wielder that only work against certain things (ex. people of a religion, mystech, mages, etc).
* asf
* The wielder of this Artifact can spend an Artifactspark to summon the Rejection 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 Rejection [[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.
* 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.



Revision as of 03:08, 7 October 2024

Spurned Animus, Reluctant Gift
Artifacts
NameSpurned Animus, Reluctant Gift
OriginRejection Arken
TypeJewelry

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.
  • This Artifact's wielder is immune to the effects of Mechanics that have to do with affecting or peering into the mind of the wielder. This would make the user immune to for example Mind Control, or other Mechanisms that can read and influence the emotions or feelings of the wielder.

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.
  • The wielder of this Artifact can target one Mystech of any variant, and apply an Anima Curse on them, which makes them of flesh and blood. They get to choose the Heritage (or Half-Heritage) and other aspects while losing the Mystech Heritage Traits. This Curse also gives them real feelings and emotions, but not a real soul, and is generally thought of as temporary. It can function as a Disguise, but does not have to be. When this Artifact loses its spark, this Curse is instantly removed, but the Curse can also be lifted by any other Curse removal Mechanic, where it counts as if having been applied by a 7 Magic Proficiency Mage.
  • The wielder of this Artifact can choose one enemy in a Combat Roleplay Scene (except during 1v1’s). That enemy counts as everything for the purposes of Abilities and Combat Mechanics used by the wielder that only work against certain things (ex. people of a religion, mystech, mages, etc).
  • The wielder of this Artifact can spend an Artifactspark to summon the Rejection 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 Rejection 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, 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.

Accreditation
Writersbirdsfoot_violet, Okanara, FireFan96
ArtistsN/A
ProcessorsOkanara, MantaRey
Last EditorBirdsfoot violet on 10/7/2024.

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