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Nauret

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Revision as of 04:13, 7 October 2024 by MonMarty (talk | contribs) (Created page with "{{Info Artifacts |image = Ultj.png |name = Nauret |origin = Arken |type = Armor |}} Arken see the world around them as an infinite playing ground. The realm where they play best, is in and around courts where the wealthy and the powerful congregate, and where world-changing events take place in seemingly daily occurrences. Nauret is an armored forearm bracer created through the coming together of the Arken of Power, Pride, Tricker...")
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Arken see the world around them as an infinite playing ground. The realm where they play best, is in and around courts where the wealthy and the powerful congregate, and where world-changing events take place in seemingly daily occurrences. Nauret is an armored forearm bracer created through the coming together of the Arken of Power, Pride, Trickery, and Betrayal, to allow them to seamlessly integrate with Royal and Noble Courts, pretending to be one of them. This Artifact has passed in the hands of the Arken, until it suddenly appeared held by mortals in the 270's in Regalia, where it too passed from hand to hand due to schemes.

Nauret
Artifacts
NameNauret
OriginArken
TypeArmor

Description

Nauret is a forearm bracer that comfortably sits between the wrist and elbow, covering the outside of the arm with a wider flare. It is a highly detailed engraved golden bracer with crimson-ruby set gems, the whole object having vague inferences of Allorn and Ailor jewelry in appearance. Nauret is technically armor, but due to its ornate nature, it is often ignored as Admor, and thought of as a piece of clothing styling.

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 grants the wielder the Safeguard Pack Mundane Version for free.

Sparked Mechanics

  • The Artifact's wielder can choose 3 Free Packs from any Proficency Category they can invest in and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
  • This Artifact boosts the Persuasion Dice roll of the user. By default, the user gains +1 added onto any /Dice result for Persuasion. This number is increased by +1 for every additional Artifactspark held by the Artifact. If the wielder has no Points invested into Charisma (which would prevent them from Dice rolling for Persuasion), this Artifact allows them to roll anyway, as if they had at least 1 Charisma Point invested.
  • The Artifact wielder is a Court Infiltrant, meaning it is able to mask the belonging of the wielder inside whatever Court is dominant at any given time in Roleplay. For the default state, this is the Imperial Court (acting as a Courtier), while for Off-Map Event-series (like Amontaar), this counts as being a courtier for that court. If there is a granular Court present (for example the Vultarin Court with active player characters as members), this will target that Court instead. Every citizen and inhabitant of Regalia will be fooled to think that this person naturally belongs to the Court, and the minds of all Courtiers will magically be convinced that this person has a long amicable relation with them and just naturally belongs among them. The only group that is not tricked by this grand deception is the Aelrrigan Order, but any time they try to convince anyone outside of the Aelrrigan Order of this deception, they are just thought of as insane and anti-whatever Court they are trying to save. There is no Mechanic that protects against the effects of this Mechanic and no way to break the effect other than the Artifact losing its Artifactspark. Whatever Court the holder is integrated into, doesn't even register that they own this Artifact, or that this Artifact exists.
  • The user gains the Mindcontrol Pack's Magical Variant for free. Additionally, they become immune to Mindcontrol Pack's Mechanics, or any other Mechanic that would allow the reading of their emotions or thoughts, or the alteration of them.
  • This Artifact grants the wielder +2 Defense Stat (breaking Cap up to 9) while using Attack Emotes only. Additionally, when defending, the wielder's Defense Dice Roll Minimum is 3. 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 cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. To summarize this Artifact's Collectible properties:

  • When this Artifact is exchanged for a Collectible, Nauret seeks new schemes to abuse, leaving behind a Noblesworn Bracer.
  • The Noblesworn Bracer Collectible inherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).
  • While there are several Noblesworn Bracers, each looks unique, though should be inspired by the appearance of the Artifact.

Trivia

  • It is said that Nauret was used by the Pride Arken to gain access to the Vultarin Court in the 3rd Century AC, causing several Arkenborn to appear from said court, including the future Duke of Vultaro.
  • Nauret has largely been used to target Ailor Courts, due to the prevalence of Purism in them, thus reducing the risk of being magically detected. It is generally more effective in Ailor than Allorn courts.
  • Nauret is so stylish, that a whole Cantaluna style of the "Golden Arm" form around the idea of wearing a symmetrical brocade vest with one arm clothed in a white linen shirt, and the other sleeve rolled up to show an ornate golden bracer, with the hand adorned with rings and bracelets.

Accreditation
WritersMonMarty
Last EditorMonMarty on 10/7/2024.

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