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Riverhide is a Primal (Dragon God Magic) Artifact Artifact. As Riverhide is an Artifact, there are several rules associated with Artifact Ownership, see Artifact page. Riverhide also provides the following specials: | Riverhide is a Primal (Dragon God Magic) Artifact Artifact. As Riverhide is an Artifact, there are several rules associated with Artifact Ownership, see Artifact page. Riverhide also provides the following specials: | ||
====Permanent Mechanics==== | ====Permanent Mechanics==== | ||
* Riverhide has | * Riverhide has swapped shoulders between many Anglian Witches. Bearing this in mind, the wearer becomes capable of growing medicinal herbs on the go, producing new exotic plants, which can be used for mundane healing. Additionally, it grants the wielder Archon Mechanics 5 and 6. | ||
====Artifactspark Mechanics==== | ====Artifactspark Mechanics==== | ||
* Riverhide | * Choose 2 Free Packs from the following Categories: Cleric Point Buy, Chem Point Buy, Medic Point Buy | ||
* | * Riverhide, rumored to hold some form of sentience, does all that it can to protect its wielder. If the wielder reaches 4HP, then they gain 1 Block Token. This can only happen once per combat scene. | ||
* There is a sense of urgency felt by Riverhide, as though it fears seeing the wielder die. The wielder gains a danger sense, capable of being alerted if their life is at risk in a DMed Event. Additionally, the user gains +2 Defense Stat (breaks cap up to 9) when fighting alongside other Archon, or Draconists. | |||
====Legendary Artifactspark Mechanics==== | |||
* Choose 1 Free Pack from the following Category: Medic Point Buy | |||
*Furthermore, the user can temporarily emulate the domain of Regulus, calling upon the storms. Once per Combat Scene, spending the wielder’s action, the wielder rolls /dice 1-3, and can heal a number of allies +2HP each, equal to the amount rolled on the dice. The user always heals +2HP, and cannot be a target. An ally cannot be targeted multiple times by this. | |||
* The Legendary Artifactspark Armor grants the user +1 Attack Stat (breaks cap up to 11) and +3 Defense Stat (breaks cap up to 9), and sets the minimum for their Defense Dice Rolls to 5. When the user is KO’d, they can choose to instantly teleport them, and the Artifact, safely to their home. This can only be done once (and must be reported to Lore Staff). Subsequent uses of this teleport mechanic must sacrifice the Artifact’s Spark in order to teleport the user and the Artifact. The Artifact is considered de-sparked, and the Artifactspark is granted to whoever KO’d the user. | |||
{{Artifacts}} | {{Artifacts}} |
Revision as of 01:37, 6 July 2024
Riverhide, Thunder’s Cover | |
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Artifacts | |
Name | Riverhide, Thunder’s Cover |
Origin | Draconism |
Tier | Rare Tier II |
Type | Armor |
It is said that the rivers remember all; with the constant flow of their currents, that beautiful memories are forever in motion. Chaos is not an unfamiliar idea to the world of Aloria. Riverhide is the calm before the storm - the chaos - first created as a warbanner that fluttered proudly in the Last City of the Living. Presented in such a morbid plane of existence where death is so rife, the waterfowl standard was flown as a statement by the Anglian Witch who called it a gift: that ‘no aggressor could wear out the patience bestowed by Regulus’ teachings’, and that ‘His love would forgive the Lost one day.’
Origins
While Riverhide’s powers are best told as a fable, its previous sightings, though rare, have made ostensible claims to its humble yet miraculous nature. Some say it was a lover that wove the tapestry in a farewell, while others say they made it themself after a long night weaving in a storm. Either way, Riverhide was seen planted atop the wall of Maarya by an Anglian Witch stationed in Kur, where it remained to weather the Beyond’s worst. When the Anglian Witch retired from Kur, so too did Riverhide, where they took up service at Regulus’ temple in the Draackenrust Mountains. What vestigial remains of the warbanner was transformed into a cloak, where it was passed down from apprentice to apprentice, until it was eventually lost during a flood. Though devastating to the local crops and land, it was miraculous the flood accrued no fatalities, with Riverhide being seen on the bank of the Axell River but soon to disappear again. The cloak wound up being seen on the back of a despotic Count once more, he who barred the common folk from fishing in his rivers. It was rumored that he had Riverhide in his possession for ten days, before lightning struck him on clearest eleventh. Again, it was by miracle that the Count did not perish, and that he saw it as Regulus' warning to ‘do better’. He lifted the ban, and so Riverhide was seen blown away by a strong gust of wind after. Many more odd accounts such as this have been told, with only two themes identified across all of them: that it never stayed on one’s shoulders for long, and that a body of water was always nearby.
Appearance
Riverhide is a large blue cloak that depicts a white stream flowing down its center. This pattern is embroidered on, though looks to be unfinished with the incomplete motif of a waterfowl present, or that it had largely been torn off because of its time in Kur. Riverhide itself is one of a kind, but has sparked a trend amongst some young Anglian Witches, who now incorporate bodies of water into their fashion. It is up to speculation if Regulus lended a direct hand in the blessing of the cloak, as the original owner never confirmed or denied. However, there is a handmade quality to the piece that suggests the creator had a deep love for their invention. It warps to fit the body of whoever wears it, rippling down their frame in great waves.
Artifact Mechanics
Riverhide is a Primal (Dragon God Magic) Artifact Artifact. As Riverhide is an Artifact, there are several rules associated with Artifact Ownership, see Artifact page. Riverhide also provides the following specials:
Permanent Mechanics
- Riverhide has swapped shoulders between many Anglian Witches. Bearing this in mind, the wearer becomes capable of growing medicinal herbs on the go, producing new exotic plants, which can be used for mundane healing. Additionally, it grants the wielder Archon Mechanics 5 and 6.
Artifactspark Mechanics
- Choose 2 Free Packs from the following Categories: Cleric Point Buy, Chem Point Buy, Medic Point Buy
- Riverhide, rumored to hold some form of sentience, does all that it can to protect its wielder. If the wielder reaches 4HP, then they gain 1 Block Token. This can only happen once per combat scene.
- There is a sense of urgency felt by Riverhide, as though it fears seeing the wielder die. The wielder gains a danger sense, capable of being alerted if their life is at risk in a DMed Event. Additionally, the user gains +2 Defense Stat (breaks cap up to 9) when fighting alongside other Archon, or Draconists.
Legendary Artifactspark Mechanics
- Choose 1 Free Pack from the following Category: Medic Point Buy
- Furthermore, the user can temporarily emulate the domain of Regulus, calling upon the storms. Once per Combat Scene, spending the wielder’s action, the wielder rolls /dice 1-3, and can heal a number of allies +2HP each, equal to the amount rolled on the dice. The user always heals +2HP, and cannot be a target. An ally cannot be targeted multiple times by this.
- The Legendary Artifactspark Armor grants the user +1 Attack Stat (breaks cap up to 11) and +3 Defense Stat (breaks cap up to 9), and sets the minimum for their Defense Dice Rolls to 5. When the user is KO’d, they can choose to instantly teleport them, and the Artifact, safely to their home. This can only be done once (and must be reported to Lore Staff). Subsequent uses of this teleport mechanic must sacrifice the Artifact’s Spark in order to teleport the user and the Artifact. The Artifact is considered de-sparked, and the Artifactspark is granted to whoever KO’d the user.
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