Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Talnalle: Difference between revisions

From MassiveCraft Wiki
No edit summary
No edit summary
Line 13: Line 13:
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====
* 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====
====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===
===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==
==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:
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:

Revision as of 20:51, 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

Sparked Mechanics

Sparked Combat Mechanics

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.

» Read more