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{{Info Artifacts
{{Info Artifacts
|image          = L07,R1,C1,Talnalle,visible,Normal,255.png
|name            = Talnalle
|name            = Talnalle
|origin          = Unknown, thought to be [[Draconism|Draconist]], potentially the Blue Dragons
|origin          = Unknown, thought to be [[Draconism|Draconist]], potentially the Blue Dragons
|type            = Weapon
|type            = Weapon
|}}
|}}
Talnalle (or Talnallë), which means ‘Thunderclap’ in elvish, is a blade that has been lost to time, with its true origins unknown. It is thought to be of pre-cataclysm make, though when, where, and for whom is unknown. Nothing is known about its original purpose, other than it was made by Draconists and blessed by the dragons, or made by dragons themselves. Nothing is known of its original wielder, though it is speculated they may have been [[Eronidas]], based on the make of the blade. Not even the weapon’s original name is known. What is known about the weapon is, at some point, it appeared on the Daen continent, in the hands of an Argentum Paladin. Its most recent Wielder, Elsys Serevanlys, was the one who has claimed it from this Argentum Paladin, and has given the blade its current name, Talnallë.
Talnalle (or Talnallë), meaning 'Thunderclap' in elvish, is a mysterious blade of unknown origins, thought to be of pre-cataclysm make and possibly crafted or blessed by dragons. Its original purpose, creator, and wielder are shrouded in mystery. The blade appeared on the Daen continent in the hands of an Argentum Paladin before being claimed and renamed by its most recent wielder, Elsys Serevanlys.
==Appearance==
 
Talnalle is a thick claymore with a flared end of particularly impressive size and make. Despite its elvish name, the weapon’s design is distinctly Eronidas in make and quality, with a blade and crossguard of Blacksteel and decoration of bronze on the crossguard, hilt, and pommel. On the crossguard, where the blade connects to the hilt, there is the open-mouthed head of a dragon, and the flat of the blade lights up with draconic runes when its mechanics are used. Due to the weapon’s flared end, it is better suited for slashing, instead of stabbing - and due to its enlarged size, most people, unless they are exceptionally large, must wield it two-handed.
==Description==
Talnalle is a thick claymore with a flared end of impressive size and make. Despite its elvish name, the weapon’s design is distinctly Eronidas in make and quality, with a blade and crossguard of Blacksteel and bronze decorations. The crossguard features the open-mouthed head of a dragon, and the blade lights up with draconic runes when used. Due to its flared end, it is better suited for slashing than stabbing, and due to its size, most people must wield it two-handed unless exceptionally large.
 
==Artifact Mechanics==
==Artifact Mechanics==
Talnalle is a Dragon Magic Artifact. There are rules associated with Artifact Ownership, see the [[Artifact]] Page. Artifacts also provide 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#Artifacts|Resources]] Page. For Rules on Artifact ownership, see the [[Artifacts]] Page.  
====Permanent Mechanics====
====Permanent Mechanics====
* The wielder becomes more sensitive to sound and the air around them, can hear things from much farther away than they should, for example, hearing the clicking of mechanisms through a wall, hearing a conversation from very far away (but never hearing player conversations), or hearing the movements of stealthy beasts and people. For use of this in events, ask the DM.
* The wielder becomes more sensitive to sound and the air around them and can hear things from much farther away than they should, for example, hearing the clicking of mechanisms through a wall, hearing a conversation from very far away (but never hearing player conversations), or hearing the movements of stealthy beasts and people. For use of this in events, ask the DM.
====Artifactspark Mechanics====
====Sparked Mechanics====
* Choose 2 Free Packs from the following Categories:  Magic point buy, Melee point buy, Athletics point buy
* Choose 2 Free Packs from the following Categories:  Magic point buy, Melee point buy, or Athletic Point Buy.
* Talnalle’s domain is of sound. The wielder can manipulate sounds around them, for example, striking the blade to create a deafening clap of thunder, or bidding the blade into silence, and quieting all sounds around them. They can make the blade shriek, sing, wail, whistle, or any sound the wielder wishes (or lack thereof). The only thing it can not do is emulate voices or overly-complex sounds, like many musical instruments.
* Talnalle’s domain is of sound. The wielder can manipulate sounds around them, for example, striking the blade to create a deafening clap of thunder, or bidding the blade into silence, and quieting all sounds around them. They can make the blade shriek, sing, wail, whistle, or any sound the wielder wishes (or lack thereof). The only thing it can not do is emulate voices or overly complex sounds, like many musical instruments.
* Talnalle shatters all that it may strike. When the wielder successfully makes a Melee Attack against a target, apply a -1 Defense Stat reduction to the target, and anyone (except the user) within a 1 block radius of the target. This Stat reduction lasts until they succeed a Defense Dice Roll, and does not stack.
===Sparked Combat Mechanics===
====Legendary Artifactspark Mechanics====
* Talnalle shatters all that it may strike. When the wielder successfully makes a Melee Attack against a target, apply a -1 Defense Stat reduction to the target, and anyone (except the user) within a 1-block radius of the target. This Stat reduction lasts until they succeed a Defense Dice Roll, and does not stack.
* Choose 1 Free Pack from the following Category: Magic Point Buy
==Collectible Artifact==
* Talnalle is a concussive blade, utilizing peals of thunder to sunder and discard those who would be struck with it. When the wielder of this artifact attacks somebody with a Block Token from Armor (or Armor-like Abilities/Mechanics), the attack is considered an autohit as if the target was Marked. The victim is thrown 10 blocks away from the wielder of the artifact after. If the target hits a wall, and the wall is 1 block thick, it breaks open and they suffer an additional -1HP. If the wall is thicker than 1 block, the target stops at the wall, and suffers an additional -2HP.
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 may be traded away by their owner if they are unable to use the Permanent Mechanic due to the use limitation. To summarize this Artifact's Collectible properties:
* The Legendary Artifactspark Weapon grants the user +3 Attack Stat (breaks cap up to 11) and +1 Defense Stat (breaks cap up to 9), and sets the minimum for their Attack 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.
* Marty Will Fill This In
* The UNIQUE NAME Collectible inherits the Permanent Mechanic of Talnalle but can only be used by MARTY/ALEX FILL IN. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Talnalle.




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{{Accreditation
{{Accreditation
|Artists =
|Artists =
|Writers = Lizmun
|Writers = Lizmun, MantaRey
|Processors =  
|Processors =  
}}
}}
[[category:Artifacts]]
[[category:Artifacts]]

Revision as of 20:32, 21 September 2024

Talnalle
Artifacts
NameTalnalle
OriginUnknown, thought to be Draconist, potentially the Blue Dragons
TypeWeapon

Talnalle (or Talnallë), meaning 'Thunderclap' in elvish, is a mysterious blade of unknown origins, thought to be of pre-cataclysm make and possibly crafted or blessed by dragons. Its original purpose, creator, and wielder are shrouded in mystery. The blade appeared on the Daen continent in the hands of an Argentum Paladin before being claimed and renamed by its most recent wielder, Elsys Serevanlys.

Description

Talnalle is a thick claymore with a flared end of impressive size and make. Despite its elvish name, the weapon’s design is distinctly Eronidas in make and quality, with a blade and crossguard of Blacksteel and bronze decorations. The crossguard features the open-mouthed head of a dragon, and the blade lights up with draconic runes when used. Due to its flared end, it is better suited for slashing than stabbing, and due to its size, most people must wield it two-handed unless exceptionally large.

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

  • The wielder becomes more sensitive to sound and the air around them and can hear things from much farther away than they should, for example, hearing the clicking of mechanisms through a wall, hearing a conversation from very far away (but never hearing player conversations), or hearing the movements of stealthy beasts and people. For use of this in events, ask the DM.

Sparked Mechanics

  • Choose 2 Free Packs from the following Categories: Magic point buy, Melee point buy, or Athletic Point Buy.
  • Talnalle’s domain is of sound. The wielder can manipulate sounds around them, for example, striking the blade to create a deafening clap of thunder, or bidding the blade into silence, and quieting all sounds around them. They can make the blade shriek, sing, wail, whistle, or any sound the wielder wishes (or lack thereof). The only thing it can not do is emulate voices or overly complex sounds, like many musical instruments.

Sparked Combat Mechanics

  • Talnalle shatters all that it may strike. When the wielder successfully makes a Melee Attack against a target, apply a -1 Defense Stat reduction to the target, and anyone (except the user) within a 1-block radius of the target. This Stat reduction lasts until they succeed a Defense Dice Roll, and does not stack.

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 may be traded away by their owner if they are unable to use the Permanent Mechanic due to the use limitation. To summarize this Artifact's Collectible properties:

  • Marty Will Fill This In
  • The UNIQUE NAME Collectible inherits the Permanent Mechanic of Talnalle but can only be used by MARTY/ALEX FILL IN. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Talnalle.



Accreditation
WritersLizmun, MantaRey
Last EditorMantaRey on 09/21/2024.

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