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{{Info Artifacts
|image          = noimg.png
|name            = Sangria
|origin          = Unknown
|classification  = [[Ailor Artifact]]
|found          = Yes
|location        = [[Regalia]]
|}}
blurb
 
==Origins==
 
 
==Appearance==
 
 
==Uses and Abilities==
As an [[Artifact]], Sangria has several Traits, and several functional Abilities. As these are unique to the Artifact, these will not be represented on the [[Ability List]] page, but must still be mentioned when using by including the name of the Ability or Trait.
===Traits===
* '''Sturdy:''' Sangria is immune to any physical or Magical damage. The weapon cannot be damaged or degraded in any way, it cannot acquire rust, and it cannot snap or be melted. Should it be inserted into a different dimension, it will immediately reject that dimension and launch back into [[Aloria]], and it can also not be corrupted, cleansed, cursed, or dimension swapped.
* '''Ageless:''' Sangria is wielded with transitional [[Proficiency]]. This means that Greatsword Combat is not needed to wield the blade. Any [[Combat Proficiency]] (even [[Ranged]], but not [[Special]]) can be used as a substitute, and said Proficiency will be used with Sangria as if it was [[Greatsword Combat Proficiency]].
* '''Powerful:''' Sangria grants the wielder +10 [[Physical Stat]] that breaks Physical Stat Limit. Additionally, it makes the wielder faster, and able to move as fast as an [[Asha]] at all times.
* '''Twicegiven:''' Sangria is a so-called Power Artifact, and as such must be registered to two owners. The first owner is the carrier of the Artifact by default when they are online. If the first owner is not online, and the second is, they instead are the carrier of the artifact. If neither are online, the first owner carries it. This effect does not activate if the Artifact is currently in use in Roleplay. (For example, if the second owner is actively using it, and the first owner logs on, it does not immediately pop back to the first owner.) Upon acquiring the Artifact, the owner must designate a Twice-Given within a Week. If this week has passed without a Twicegiven being chosen, they cannot use the Artifact until one is chosen.
* '''Reputable:''' Sangria can be used in Progressions to gain more favorable responses among Unionists, but incites hostile responses from Velheimers.
* '''Housebound:''' If Sangria is owned by a Noble Family, their Estate becomes a Raid-able target. To initiate a Raid, the same Raid-rules have to be followed like that of the [[Fae Sepulchre]]: a ticket must be made in Rp Com Discord detailing the time and place and Character Applications for all those participating, and Lore Staff will communicate the impending attack to the owner(s). If the attack is won (by capturing an established location or knocking down all defenders) the weapon is claimed by the attackers. No-one can be arrested or abducted or killed during such a Raid.
*'''Trueheart:''' Sangria's true potential can only be unlocked by a true believing and loyal Unionist, of any Sect. Non-Believers have access to the Artifact's Traits, but cannot benefit from or make use of any of its Abilities. There is no physical tell for this trait's activation.
===Abilities===
====Herpalest====
'''Target:''' Self<br>
'''Use Time:''' N/A<br>
'''Range:''' N/A<br>
'''Duration:''' N/A<br>
'''Description:''' Coraveau is a shapeshifting weapon. By nature it is a rapier, but if the user wishes to attune more closely to Coraveau, the weapon will take on whatever their highest Combat Proficiency weapon is, though Coraveau can never become a ranged weapon or [[Special Combat Category]] weapon. Additionally, the wielder is immune to Control Powers, but their mind and actions can be controlled by [[Herpaal]], a Supreme Being of the Void.
<br>
'''Cooldown:''' N/A
 
====Cursemaster====
'''Target:''' Others<br>
'''Use Time:''' Instantaneous<br>
'''Range:''' Infinite<br>
'''Duration:''' Depending on the Curse<br>
'''Description:''' Coraveau grants the owner immunity to Curse Abilities. Additionally, any Ability that is classified as a Curse or has a component that functions as a Curse is redirected onto the person who tried to use it on the wielder of Coraveau, with the wielder of Coraveau acting as if they were the original caster of the Curse. Curse Immunity does not apply to this reflected Curse Effect. Additionally, the wielder of Coraveau can ignore and walk through any Mage-Ward, or Ability that produces an impassable barrier or shield.
<br>
'''Cooldown:''' No Cooldown
 
====Waycurse====
'''Target:''' Others<br>
'''Use Time:''' Instantaneous<br>
'''Range:''' Emote Distance<br>
'''Duration:''' Until Cancelled<br>
'''Description:''' Coraveau can be aimed at any person who is willing, causing Coraveau to curse them with the Waycurse (Curse Immunity does not prevent this). The Target is marked with a gently red-glowing but black tattoo of ravens in a collar-like fashion on the neck. Anytime and anywhere, so long as the wielder of Coraveau has unsheathed Coraveau, they may point the sword on the ground, and summon one such Waycursed Target from anywhere in the world, causing a flock of ravens to crash into the ground and form the summoned person. Up to 2 individuals can be Waycursed at any time. When a Waycurse is applied, it cannot be undone until 5 days after application, though it can be removed with any Exorcism Ability. In the case of an Exorcism, the removal does not count as shortening the Cooldown for re-application. Once a Waycurse has expired, an hour must still pass before it can be reapplied. 
<br>
'''Cooldown:''' N/A
 
====Twicecursed====
'''Target:''' Others<br>
'''Use Time:''' Instantaneous<br>
'''Range:''' Emote Distance<br>
'''Duration:''' Until Cancelled<br>
'''Description:''' Coraveau can be aimed at any Target hostile (an enemy or opponent), which will Curse them with the Twicecursed Curse, signalled by a flock of ravens circling above their head (to which Curse Immunity does not apply). A person who is Twicecursed takes double damage from any Mundane attack performed with Coraveau (the effect does not apply to Abilities), the ravens duplicating the damage onto the Target. The Target is able to give (thus removing it from the original Target) this Curse to any other Target hostile (to the wielder of Coraveau) within Emote Distance, but never to an ally of the wielder of Coraveau or un-involved non-combatant neutral parties. After each pass, a 2 minute Cooldown is applied before it can be passed on to someone else again. The Twicecursed Curse is indefinite until either the wielder of Coraveau cancels it (forcing it on a 2 minute Cooldown), or the Target leaves Emote Distance, and stays outside of Emote Distance for at least 10 minutes. Once Twicecursed has been applied, even if it has a 2 minute Cooldown to pass between hostile targets, the wielder of Coraveau cannot retarget it again for 24 hours, even if they end the effect prematurely. It is mandatory that the user of this Ability when using the Ability informs the Target OOC that they can pass off this Curse to another Ally in Emote-Range and that their Character would also understand this.
<br>
'''Cooldown:''' N/A
 
====Ravencall====
'''Target:''' Self<br>
'''Use Time:''' Instantaneous<br>
'''Range:''' N/A<br>
'''Duration:''' Until end of Combat<br>
'''Description:''' Coraveau allows the user to apply a Body Alter onto themselves (a partial transformation that can layer on top of already pre-existing Full Shifts, like Vampiric Form). Through Ravencall, the wielder of Coraveau gains an assortment of raven-feather aesthetics in various locations on their body, a set of raven-feathered non-functional wings on their back, and a raven-head shaped mask on their head. Additionally, Ravencall has a number of effects:
* All Abilities except Racial Abilities and Abilities granted by Coraveau are disabled, and cannot be used for the duration of Ravencall. Furthermore, the wielder of Coraveau becomes immune to Rooting, Blinding, Stunning, Knockover, and any Abilities that change the movement speed of the wielder or prevent them from moving in a particular direction, but can still be affected by Knockback.
* The Wielder of Coraveau gains a proportional self-healing effect dictated by how badly they are outnumbered by opponents, with mitigations for the amount of allies around them. The scaling goes as followed:
** 1 Enemy = No Effect.
** 2 Enemy = All superficial cuts and bruises are self-healed in seconds.
** 3 Enemy = All deeper cuts like gashes and piercing damage is self-healed in seconds.
** 4 Enemy = All internal damage, limb loss, organ destruction etc is self-healed in seconds.
** 5 Enemy = The wielder of Coraveau is completely immune to all Mundane damage.
** For each Ally or Co-Combatant, the Enemy-Counter is reduced by 2. For example, if five enemies are fought by the wielder of Coraveau with 2 allies, this becomes 5-2x2=1.
* Note, the wielder can still be knocked unconscious or restrained through mundane means. The Rooting / Stunning / Knockover Immunity only applies to Abilities, not Mundane grappling or Bola Combat.
* This Ability cannot be disabled until the fight scene ends, or all opponents have fled / been knocked unconscious, or the wielder is knocked unconscious. New Enemies/Opponents and Allies/Co-Combatants change the Enemy-Counter on the fly. This Ability can be enabled outside of Combat, and removed so long as Combat was not initiated, however if Combat was initiated while Ravencall was active, the standard Cooldown applies. There is no Cooldown to re-activating Ravencall after it was de-activated through any means.
<br>
'''Cooldown:''' N/A
 
{{Artifacts}}
{{Accreditation
|Artists = MonMarty
|Writers = MonMarty
|Processors = birdsfoot_violet, HydraLana
}}
[[category:Artifacts]]

Revision as of 23:53, 16 November 2021

Sangria
Noimg.png
Artifacts
Name Sangria
Origin Unknown

blurb

Origins

Appearance

Uses and Abilities

As an Artifact, Sangria has several Traits, and several functional Abilities. As these are unique to the Artifact, these will not be represented on the Ability List page, but must still be mentioned when using by including the name of the Ability or Trait.

Traits

  • Sturdy: Sangria is immune to any physical or Magical damage. The weapon cannot be damaged or degraded in any way, it cannot acquire rust, and it cannot snap or be melted. Should it be inserted into a different dimension, it will immediately reject that dimension and launch back into Aloria, and it can also not be corrupted, cleansed, cursed, or dimension swapped.
  • Ageless: Sangria is wielded with transitional Proficiency. This means that Greatsword Combat is not needed to wield the blade. Any Combat Proficiency (even Ranged, but not Special) can be used as a substitute, and said Proficiency will be used with Sangria as if it was Greatsword Combat Proficiency.
  • Powerful: Sangria grants the wielder +10 Physical Stat that breaks Physical Stat Limit. Additionally, it makes the wielder faster, and able to move as fast as an Asha at all times.
  • Twicegiven: Sangria is a so-called Power Artifact, and as such must be registered to two owners. The first owner is the carrier of the Artifact by default when they are online. If the first owner is not online, and the second is, they instead are the carrier of the artifact. If neither are online, the first owner carries it. This effect does not activate if the Artifact is currently in use in Roleplay. (For example, if the second owner is actively using it, and the first owner logs on, it does not immediately pop back to the first owner.) Upon acquiring the Artifact, the owner must designate a Twice-Given within a Week. If this week has passed without a Twicegiven being chosen, they cannot use the Artifact until one is chosen.
  • Reputable: Sangria can be used in Progressions to gain more favorable responses among Unionists, but incites hostile responses from Velheimers.
  • Housebound: If Sangria is owned by a Noble Family, their Estate becomes a Raid-able target. To initiate a Raid, the same Raid-rules have to be followed like that of the Fae Sepulchre: a ticket must be made in Rp Com Discord detailing the time and place and Character Applications for all those participating, and Lore Staff will communicate the impending attack to the owner(s). If the attack is won (by capturing an established location or knocking down all defenders) the weapon is claimed by the attackers. No-one can be arrested or abducted or killed during such a Raid.
  • Trueheart: Sangria's true potential can only be unlocked by a true believing and loyal Unionist, of any Sect. Non-Believers have access to the Artifact's Traits, but cannot benefit from or make use of any of its Abilities. There is no physical tell for this trait's activation.

Abilities

Herpalest

Target: Self
Use Time: N/A
Range: N/A
Duration: N/A
Description: Coraveau is a shapeshifting weapon. By nature it is a rapier, but if the user wishes to attune more closely to Coraveau, the weapon will take on whatever their highest Combat Proficiency weapon is, though Coraveau can never become a ranged weapon or Special Combat Category weapon. Additionally, the wielder is immune to Control Powers, but their mind and actions can be controlled by Herpaal, a Supreme Being of the Void.
Cooldown: N/A

Cursemaster

Target: Others
Use Time: Instantaneous
Range: Infinite
Duration: Depending on the Curse
Description: Coraveau grants the owner immunity to Curse Abilities. Additionally, any Ability that is classified as a Curse or has a component that functions as a Curse is redirected onto the person who tried to use it on the wielder of Coraveau, with the wielder of Coraveau acting as if they were the original caster of the Curse. Curse Immunity does not apply to this reflected Curse Effect. Additionally, the wielder of Coraveau can ignore and walk through any Mage-Ward, or Ability that produces an impassable barrier or shield.
Cooldown: No Cooldown

Waycurse

Target: Others
Use Time: Instantaneous
Range: Emote Distance
Duration: Until Cancelled
Description: Coraveau can be aimed at any person who is willing, causing Coraveau to curse them with the Waycurse (Curse Immunity does not prevent this). The Target is marked with a gently red-glowing but black tattoo of ravens in a collar-like fashion on the neck. Anytime and anywhere, so long as the wielder of Coraveau has unsheathed Coraveau, they may point the sword on the ground, and summon one such Waycursed Target from anywhere in the world, causing a flock of ravens to crash into the ground and form the summoned person. Up to 2 individuals can be Waycursed at any time. When a Waycurse is applied, it cannot be undone until 5 days after application, though it can be removed with any Exorcism Ability. In the case of an Exorcism, the removal does not count as shortening the Cooldown for re-application. Once a Waycurse has expired, an hour must still pass before it can be reapplied.
Cooldown: N/A

Twicecursed

Target: Others
Use Time: Instantaneous
Range: Emote Distance
Duration: Until Cancelled
Description: Coraveau can be aimed at any Target hostile (an enemy or opponent), which will Curse them with the Twicecursed Curse, signalled by a flock of ravens circling above their head (to which Curse Immunity does not apply). A person who is Twicecursed takes double damage from any Mundane attack performed with Coraveau (the effect does not apply to Abilities), the ravens duplicating the damage onto the Target. The Target is able to give (thus removing it from the original Target) this Curse to any other Target hostile (to the wielder of Coraveau) within Emote Distance, but never to an ally of the wielder of Coraveau or un-involved non-combatant neutral parties. After each pass, a 2 minute Cooldown is applied before it can be passed on to someone else again. The Twicecursed Curse is indefinite until either the wielder of Coraveau cancels it (forcing it on a 2 minute Cooldown), or the Target leaves Emote Distance, and stays outside of Emote Distance for at least 10 minutes. Once Twicecursed has been applied, even if it has a 2 minute Cooldown to pass between hostile targets, the wielder of Coraveau cannot retarget it again for 24 hours, even if they end the effect prematurely. It is mandatory that the user of this Ability when using the Ability informs the Target OOC that they can pass off this Curse to another Ally in Emote-Range and that their Character would also understand this.
Cooldown: N/A

Ravencall

Target: Self
Use Time: Instantaneous
Range: N/A
Duration: Until end of Combat
Description: Coraveau allows the user to apply a Body Alter onto themselves (a partial transformation that can layer on top of already pre-existing Full Shifts, like Vampiric Form). Through Ravencall, the wielder of Coraveau gains an assortment of raven-feather aesthetics in various locations on their body, a set of raven-feathered non-functional wings on their back, and a raven-head shaped mask on their head. Additionally, Ravencall has a number of effects:

  • All Abilities except Racial Abilities and Abilities granted by Coraveau are disabled, and cannot be used for the duration of Ravencall. Furthermore, the wielder of Coraveau becomes immune to Rooting, Blinding, Stunning, Knockover, and any Abilities that change the movement speed of the wielder or prevent them from moving in a particular direction, but can still be affected by Knockback.
  • The Wielder of Coraveau gains a proportional self-healing effect dictated by how badly they are outnumbered by opponents, with mitigations for the amount of allies around them. The scaling goes as followed:
    • 1 Enemy = No Effect.
    • 2 Enemy = All superficial cuts and bruises are self-healed in seconds.
    • 3 Enemy = All deeper cuts like gashes and piercing damage is self-healed in seconds.
    • 4 Enemy = All internal damage, limb loss, organ destruction etc is self-healed in seconds.
    • 5 Enemy = The wielder of Coraveau is completely immune to all Mundane damage.
    • For each Ally or Co-Combatant, the Enemy-Counter is reduced by 2. For example, if five enemies are fought by the wielder of Coraveau with 2 allies, this becomes 5-2x2=1.
  • Note, the wielder can still be knocked unconscious or restrained through mundane means. The Rooting / Stunning / Knockover Immunity only applies to Abilities, not Mundane grappling or Bola Combat.
  • This Ability cannot be disabled until the fight scene ends, or all opponents have fled / been knocked unconscious, or the wielder is knocked unconscious. New Enemies/Opponents and Allies/Co-Combatants change the Enemy-Counter on the fly. This Ability can be enabled outside of Combat, and removed so long as Combat was not initiated, however if Combat was initiated while Ravencall was active, the standard Cooldown applies. There is no Cooldown to re-activating Ravencall after it was de-activated through any means.


Cooldown: N/A


Accreditation
Writers MonMarty
Artists MonMarty
Processors birdsfoot_violet, HydraLana
Last Editor Birdsfoot violet on 11/16/2021.

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