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* Meratar's wielder may choose up to 3 Mechanics from any of the Heritages declared in the Elfkind lineage (see above), and add it to their own Mechanics. They only have access to these Mechanics while Merator has its Artifactspark, and these must be chosen when the Artifact is gained, and cannot be changed later, recorded on the Character Application for perpetuity. | * Meratar's wielder may choose up to 3 Mechanics from any of the Heritages declared in the Elfkind lineage (see above), and add it to their own Mechanics. They only have access to these Mechanics while Merator has its Artifactspark, and these must be chosen when the Artifact is gained, and cannot be changed later, recorded on the Character Application for perpetuity. | ||
===Sparked Combat Mechanics=== | ===Sparked Combat Mechanics=== | ||
* | * Meratar's wielder can choose 3 Free Packs from the following Categories: Magic Point Buy, Cleric Point Buy, or Adapt Point Buy. | ||
* Meratar as a cloak was used to make war on the Dragon faithful, and hunt down enemies of the Allorn Empire. Meratar grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from either Archon or those who worship Draconism. Additionally, even when not attacking Characters of these faiths, the wielder's Defence Dice Roll Minimum is set to 3. | * Meratar as a cloak was used to make war on the Dragon faithful, and hunt down enemies of the Allorn Empire. Meratar grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from either Archon or those who worship Draconism. Additionally, even when not attacking Characters of these faiths, the wielder's Defence Dice Roll Minimum is set to 3. | ||
Revision as of 04:43, 28 September 2024
Meratar, Empress' Shroud | |
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Artifacts | |
Name | Meratar, Empress' Shroud |
Origin | Allorn Empire |
Type | Armor |
Innumerable have been the Allorn Empresses, peerless Mages with the strength to move mountains and bend the Gods to their will. Empress Vinnalea, a powerful Archmage, faced the unraveling of the Empire's bedrock religion and the rise of Void and Dragon worshipers at court. She started and ended the Dregodar War, forced to outlaw Dragon Worship by the Void Worship faction, which led to military conflict and the defeat of her traitor cousin. Buried in a small crypt near Amontaar, most of her artifacts were stolen, but her enchanted cloak remains in her grave. The Middle Elven word "meratar" describes an emotion she embodied, longing for something unknown but familiar, tying her legacy to the history of the Allorn Empresses.
Description
Meratar is a pale gray cloak adorned with intricate white and silver stitches, featuring circles split into patterns of twisting vines, symbolizing the union of Order and Nature in the Estelley faith. It is fastened over the right shoulder with a silvered pin of a swan illuminated by an electrum. Despite its age, the enchanted cloak retains its luster and consistency, effortlessly restoring itself to perfection after being splashed with water or torn.
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
- Meratar's wielder can permanently change their own Heritage from their born Heritage to another, including replacing all of their Heritage Traits. This does not count as a Disguise, making the Characters appear roughly similar as they did before, just with a different Heritage appearance. Meratar can only make these changes occur within Heritage lineage groups, meaning for example if the Character is originally an Elf, they can only change to another Heritage from within the Elfkind lineage group (Half-Heritage applies to the dominant Heritage, and converts to full-Heritage):
- Cerkind lineage: Ailor, Skyborn, Sihai, Dwarves, and Eronidas.
- Elfkind lineage: Isldar, Finullen, Teledden, Solvaan, Suvial, Lanlath, Kathar, Sihndar, Maquixtl, Abismaï and Selvath.
- Beskind lineage: Asha, Urlan, and Narim.
- Auldkind lineage: Maraya, Slizzar, Allar, and Dakkar.
- Dragonkind, Bralona, Yanar, Orion, and Mystech are not included, because they are not a conventionally created Lineage.
Additionally, this Mechanic can also be used on others, but they have to pay 1 Static Divinium or 1 Static Artifactspark for it to work.
Sparked Mechanics
- Meratar's wielder is given flight while shrouded in the cloak similar to other forms of wing-based Elytra flight (except without the wings), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight.
- Meratar's wielder may choose up to 3 Mechanics from any of the Heritages declared in the Elfkind lineage (see above), and add it to their own Mechanics. They only have access to these Mechanics while Merator has its Artifactspark, and these must be chosen when the Artifact is gained, and cannot be changed later, recorded on the Character Application for perpetuity.
Sparked Combat Mechanics
- Meratar's wielder can choose 3 Free Packs from the following Categories: Magic Point Buy, Cleric Point Buy, or Adapt Point Buy.
- Meratar as a cloak was used to make war on the Dragon faithful, and hunt down enemies of the Allorn Empire. Meratar grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from either Archon or those who worship Draconism. Additionally, even when not attacking Characters of these faiths, the wielder's Defence Dice Roll Minimum is set to 3.
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 Meratar but can only be used by MARTY/ALEX FILL THIS IN. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Meratar.
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