Change #6992bb8127e4586aeda7cb70:
| Target: | The Firefather |
|---|---|
| Target Type: | artifacts |
| Status: | Approved |
| Approver: | mykonos_ |
| Time Implemented: | 2026-02-16 06:38:57.859000 |
| Changes: |
Effect Description:
The wielder of this artifact may activate this artifact by spending 1 charge per effect, once activated it cannot be deactivated until it runs out of charges. Each session the amount of charges spent is equal to the amount of effects, plus one per session. If you have three effects activated, it's first session cost is 3, then 4, then 5, etc. You must select the effects when first activated. The effects are as follows:
- Gain the effects of the foresight spell each session.
- Regain a health state at the start of each session.
- Reduce the complexity of all spells by 1, to a minimum of average.
- Gain an additional +2 progress quest slot, which may not be upgraded and may only be used on the creation of spells, spell components and artifacts.
- Each session a target character must make a DC 25 Prowess / Magic check (their choice) or suffer the loss of a health state. They may ignore this by reducing an attribute of your choice by 2.
- Increase all attributes by 1, to a maximum of 8.
- Gain the Firefather unit during all war sessions
If all of the above effects are activated, also gain the below effect:
- Gain a bonus to all mech-rps equal to the amount of hazardous terrain in your nation, divided by 2, rounded up.
Once the Firefather is deactivated, it becomes unable to be activated again for the same amount of time that it was active.
This artifact has 20/20 charges, and regains a charge according to the below chart:
(+1): the wielder sacrifices 2 magic points
(+1): the wielder casts a base improbable spell or greater
(+2): the wielder sacrifices two health states (cannot be ignored)
(+3): the wielder sacrifices a Good or greater artifact
(+5): the wielder accepts a random complication →
The wielder of this artifact may activate this artifact by spending 1 charge per effect, once activated it cannot be deactivated until it runs out of charges. Each session the amount of charges spent is equal to the amount of effects, plus one per session. If you have three effects activated, it's first session cost is 3, then 4, then 5, etc. You must select the effects when first activated. The effects are as follows:
- Gain the effects of the foresight spell each session.
- Regain a health state at the start of each session.
- Reduce the complexity of all spells by 1, to a minimum of average.
- Gain an additional +2 progress quest slot, which may not be upgraded and may only be used on the creation of spells, spell components and artifacts.
- Each session a target character must make a DC 25 Prowess / Magic check (their choice) or suffer the loss of a health state. They may ignore this by reducing an attribute of your choice by 2.
- Increase all attributes by 1, to a maximum of 8.
- Gain the Firefather unit during all war sessions
If all of the above effects are activated, also gain the below effect:
- Gain a bonus to all mech-rps equal to the amount of hazardous terrain in your nation, divided by 2, rounded up.
Once the Firefather is deactivated, it becomes unable to be activated again for the same amount of time that it was active.
This artifact has 20/20 charges, and regains a charge according to the below chart:
(+1): the wielder sacrifices 3 magic points
(+1): the wielder casts a base improbable spell or greater
(+2): the wielder sacrifices two health states (cannot be ignored)
(+3): the wielder sacrifices a Good or greater artifact
(+5): the wielder accepts a random complication
|
| Reason: | None |