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Kinvahc, Envy's Glory, was created by the Evolist God Triton for Vanloc Nalziirn, a Kathar veteran of the Dread War. A formidable battlemage, Vanloc propelled through the ranks before being granted a council seat at the Akrat Magic Academy in Rokhaval. There he exposed many of the academy's long-time secrets, usurping the other inept councilors and replacing them with his followers. Akrat soon became ruthlessly efficient, earning the blessings of Triton in the form of Kinvahc. Eventually, Vanloc was challenged and slain by one of his followers, with Kinvahc passing to the victor until a Dread Envoy to Amontaar sold it to an Evolist tourist to the city, who brought it to Regalia soon after.
Kinvahc, Envy's Glory | |
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Artifacts | |
Name | Kinvahc, Envy's Glory |
Origin | Rokhaval, Akrat |
Type | Accessory |
Description
Kinvahc is classified as an Accessory Artifact, meaning it cannot be wielded at the same time as other Accessory Artifacts by the same owner. Kinvahc is a simple circlet that has been created with dark steel inscribed with Void-Script. The rough translation is read as a unique word, ‘mind sipper’. However, an additional script can be read, which changes with each host that it makes contact with. The circlet is always cold, even when worn. The metal bends in shape to fit the head of its wearer, no matter their size.
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 inherits the Faith Mechanic from the Evolism God Triton, allowing them to transform into a Dragonkin of the unofficial Tyrthar Dragonfall. This Triton-inspired Dragonkin design must have pitch-black scales and red eyes. This transformation counts as a Disguise and can have any variety of appearances within the bounds listed, but does not grant Dragonkin mechanics.
Sparked Mechanics
- This Artifact's wielder counts as a Corrupted Archon, receiving Archon Mechanics 1, 5, and 6.
- This Artifact's wielder passively drains the power of Archon away around them. This means that while any Archon is within Emote Range of the Artifact Wielder, they are unable to use any Archon Mechanics that are not directly related to Proficiencies, Packs, or Combat. This effect must specifically be activated and feels like the Archon in question are severed from the Leylines and feel physically weakened (but this has no Combat effects).
Sparked Combat Mechanics
- This Artifact's wielder can choose 3 Free Packs from any Category and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
- If someone other than the user uses a Sinistral Magic Point Buy Ability in Emote Range, the user can choose to gain +2HP. This can only happen twice per Combat Scene.
- 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 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 Kinvahc but can only be used by WHOEVER MARTY/ALEX WANT TO USE IT. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Kinvahc.
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