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Author Topic: Artifact Suggestions  (Read 11366 times)

PTTG??

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Re: Aritfact Suggestions
« Reply #15 on: April 13, 2008, 04:33:00 pm »

There are a lot of great ideas here... but some not so much. Really like to see one of these get in there.
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Neonivek

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Re: Aritfact Suggestions
« Reply #16 on: April 13, 2008, 04:38:00 pm »

Woosh thank goodness

To be truthful when I posted it I expected to be flamed... or at least Dwarfapulted

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Kennel

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Re: Aritfact Suggestions
« Reply #17 on: April 13, 2008, 04:52:00 pm »

quote:
Originally posted by Neonivek:
<STRONG>
Statues:
-Living: When placed down the statue comes to live and is considered a fully functional member of society if a bit powerful. More useful as a soldier then a worker.</STRONG>

Golems/living statues could be quite fun. They would be strong in battle but if the creator dies they'd become mad and attack everyone in sight.

And we definitely need a potion of love.

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Keldor

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Re: Aritfact Suggestions
« Reply #18 on: April 13, 2008, 07:04:00 pm »

Hrmm...
(traps)
Hidden: creatures like kobolds trigger this trap.
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Neonivek

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Re: Aritfact Suggestions
« Reply #19 on: November 05, 2008, 12:08:03 am »

Woosh, I love this topic!!! Instead of making a new one I will instead try to continue. Given that I know about the other kind of strange moods I might as well include some particularly negative ones. (especially since perhaps one day dwarves may not be the only ones with artifacts)

Mugs:
-Alcoholic: Any water placed into the mug will become alcohol
-Vampiric: If blood is placed into the mug, drinking the blood will heal wounds
-Blessed: Water drunk from the cup will cure curses
-Cup-o-Love: Two people who share the cup will fall inlove with eachother
-Chicken Soup: The mug's contents have the quality of making the wearer
-Black Death: Water placed into the mug becomes pitch black becoming a poisonous and diseased
-Solar Powered: The Mug has the ability to collect Sun/Moon light, which upon drinking bestows a blessing/curse according to the sun/moon's associated gods.
-Insulated: The Mug can carry Ice or Lava carefully
-Power Drink: The Mug can absorb people's blood, soul, or essence which empowers the drinker
-Form stealer: If someone's blood is placed inside the mug, you will take their form
-Sacrificial Sustenance: The Mug will cut you open and give you water
-Water Stealing: The Mug will suck water from a target for you to drink
-Toast: During a toast someone gains supreme social ability

Alternate suggestion: Many items seem to fall outside of anything an artifact could do without causing some sort problem... Bridges, supports, and many others cannot be made into artifacts. Could they create blueprints in which you can then create at anytime for as long as you have the artifact creator (though only one can exist) or some sort of combination of what I said.

Mechanisms (Lever)
-Empathic: The Lever pulls itself when you wish it to
-Siege: The Lever can connect to siege weapons and aim perfectly
-Strings: The lever is connected to a leader of your choice, allowing you to alter their personality at will
-Reverse Switch: The Lever balances sieges so that the differences between your numbers will switch
-Self Destruct: Anything the lever is connected to will explode when pulled
-Trap Door: When pulled an enemy will fall into nothingness

Mechanisms (Bridge)
-Rainbow: The Bridge is otherwise physical for people on your side, but those who traverse on it may find themselves falling to their doom
-Troll: The bridge is protected by a guardian who will protect it forever (In fact I am starting to see a trend)
-Fairy: The Bridge seems to cause enemies to slow down when they traverse upon it as well as making them somewhat less effective in combat.
-Protective Mist: Carrivans that go over the bridge are covered in a mist that prevent enemies from spotting them
-Underworld: Occasionally beings disapear upon crossing the bridge, only to appear as a zombie or skeleton somewhere else
-Daemonic: The Bridge occasionally spawns demons or monsters from nowhere.
-River of Blood: Water running under the bridge transforms into blood
-River of Death: Water running under the bridge turns into a poisonous and disease ridden black goo
-River of Purity: Water and Lava running under the bridge turns into cool pure water
-Eyes: Anything that goes over the bridge will be revealed even if sneaking
-Hidden Village: The Bridge connects to a village at a certain time that otherwise doesn't exist. They can trade with your Fortress.
-Cross Country: The Bridge connects to another section of the world, bridging the two.
-Of the Gods: The Bridge connects to the god and thus is a religious receptical. Even if connected to a fake god it occasionally gives gifts.

Too sleepy to give more... But I will add more (though my current track record of keeping promises is pretty bad)
« Last Edit: November 05, 2008, 12:12:22 am by Neonivek »
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Draco18s

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Re: Aritfact Suggestions
« Reply #20 on: November 05, 2008, 04:06:37 am »

All of that is more appropriate for the Magic Arc.

Quote
-Chicken Soup: The mug's contents have the quality of making the wearer

...chicken soup for the [SOUL]?
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Neonivek

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Re: Aritfact Suggestions
« Reply #21 on: November 05, 2008, 07:38:36 am »

The Artifact Arc is seperate from the Magic Arc... In fact the Artifact arc, which specifically refers to magical artifacts, is set to release much sooner then the magic arc.

In otherwords we will have artifacts that actually do something way before we have spells or magic kung-fu
« Last Edit: November 05, 2008, 07:42:03 am by Neonivek »
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Draco18s

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Re: Aritfact Suggestions
« Reply #22 on: November 05, 2008, 03:02:37 pm »

In fact the Artifact arc, which specifically refers to magical artifacts, is set to release much sooner then the magic arc.

Given that neither arc is in the current development plans, how do you know this?
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Sunday

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Re: Aritfact Suggestions
« Reply #23 on: November 05, 2008, 05:19:23 pm »

Well, it is true that the artifact arc is listed under v1 requirements, but the magic arc is listed under stuff that will come after v1 is implemented.  Still, I'm betting it's going to be a long, long time before we see artifact stuff put in.
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eerr

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Re: Aritfact Suggestions
« Reply #24 on: November 05, 2008, 09:44:12 pm »

every artifact is
impressive: creatures always remember< the object, including its location.

whimsical: dwaves enjoy< artifacts that depict their favorite things. they also enjoy items they could theoretically use(like an artifact adamantine sword for a sword champion)

desireble: all creatures want< artifacts more than ordinary items, its only a matter of how much more.


statue:
education: semi-intelligent animals and goblins can learn religion from the statue and decide to live with your group

cage abilities:
attractive: a certain type of animal is drawn to the cage(even in a trap), and gives extra happy while that creature's inside it.
macabre:



mechanisms abilities:

subtle: creatures are far more likely to spring the trap, even if they normally evade it.(for those who know the trap is there, or have trap immune)

horrific: trap/plate triggers for demons, and will horrify/frighten ordinary creatures that see its ill effects.



fantastic:won't trigger for fellow dwarves, may trigger for flying animals.
increases the triggered effect when used in a pressure plate.

massive: deals even more damage, holds 3x ammo (bolts,cages, stones, ect) and 2x weapons
may improve a siege weapon to allow 3x ammo preloading.

intricate: creates a universal trap, that you can load with 10 weapons, ammo, a stone, a cage, and also act as a pressure plate.(did i miss one?)


akward part: may hurt a creature in another chosen tile when triggered. (either corkscrew or gear attack)

stooge effectexposed part: may knock a creature unconscious, instead of its normal effect.

fine tuned: more criticals, more instant trigger. Damage to the mechanism is less frequent. add it to a siege weapon instead, increasing load speed, firing rate, and precision.

tricky: the trap/plate may not trigger untill the creature leaves it.

impressive:foes always remember the trap, and intelligent foes especially avoid it.

perhaps i spent too much time on mechanisms?



protective abilities:
: the dwarf freezes slower, and never feels the effect of snow or cold


forges bane: dwarf doesn't burn( lava proof metals only)




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DanielLC

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Re: Aritfact Suggestions
« Reply #25 on: November 05, 2008, 09:52:21 pm »

How about artifacts that can only be created by fell and macabre moods?

Clothes of Living On: The relatives of the dwarf who was used to make this don't consider him dead as long as it's worn. Also, the dwarf wearing this piece of clothing has the highest skill of the original owners.

Maybe ones that only occur in special cases?
Bone <Weapon> of Vengeance (macabre only): This weapon is more effective against the species that killed the original owner.
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RavingManiac

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Re: Aritfact Suggestions
« Reply #26 on: November 06, 2008, 10:15:28 am »

Rings:
-Invisibility: The person who wears the ring will temporarily become invisible
-Psychic: The wearer gains the ability to read and control the thoughts of others
-Longetivity: The ring gives its bearer unnatural long-life
-Corrupting: The mind of the bearer of the ring shall become more twisted and evil over time

:D
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MagicJuggler

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Re: Aritfact Suggestions
« Reply #27 on: November 06, 2008, 11:07:13 am »

I am noticing a lot of overlap in the abilities, and believe that revising the token system should allow one to create a lot of these abilities...An artifact would be defined as an artifact-quality item that would have a random number of "enchantment"-type tokens appended to it, in a special array called [Confer:[Token][Token][Token]]].

An example would be the water-breathing crown, which would be an artifact quality crown with [Confer:[Amphibious]]

So we should describe magic abilities in terms of tokens, for purposes of making stuff more easy to understand IMO...the ability to transmute stuff in particular is of interest. A few tokens of note:

[Generate: Item: Number]: Randomly generates an item every Number of steps.
[transmute: [Input]: Output]: When this item is in contact with a terrain type, it transforms it into a different terrain type. Input  can be a list of valid types, or [All Terrain]...an example would be a screw pump or floodgate that transmutes water to Dwarven Wine.
[Reloading]: The trap reloads over time.

more tokens needed...brb
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Neonivek

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Re: Aritfact Suggestions
« Reply #28 on: November 06, 2008, 01:44:14 pm »

How about artifacts that can only be created by fell and macabre moods?

Don't forget possessed! I guess Ill give it a try.

Universal
-Sentient: The Artifact in mind has the soul (or mind) of the being made to create it and thus has a limited influence over what happens to it
-Count Down: Upon the first use of the artifact the user has a limited time to live before they die from mysterious circumstances unless cured.
-Deathly Shreeks: The artifact gives off shreeks that plagues the mind of the user driving them further insane
-Blood On/Off: The artifact requires to be covered in blood to function
-Bleeding: The artifact will constantly bleed
-Vomit Inducing: Those who see the artifact will usually vomit
-Sacrifice: To work the artifact requires a ritual sacrifice

Crown and I guess Helmets
-Command Curse: A specific range of cursed beings are further more under your control such as zombies.
-Death Siphon: Living things around you start to wither and die, however your wounds heal faster as a result
-Over Glorious: You become so stunning that those around you have their eyes explode
-Insanity Stare: The wearer's gaze can drive victums insane
-Without Morals: The wearer becomes uninhibited and is able to eat or do anything without being inhibited by moral or taste regard.
-Brain Dead: The Wearer has sevearly reduced mental capacities... Horrible for adventurers but great for overly demanding nobles
-Hungry: The Crown will attempt to climb up to someone's head and eat their brains

Gloves
-Withering Touch: Things in your hand wither away instantly
-Alas poor Yeoric: When a skull is held in your hands it will speak to you as if it was that person in question
-Detachable: You are able to detach your wrists and move your hands around if need be
-Clawed: Your hands transform into dangerous claws
-Tentacled: Your hands transform into tentacles excellent for grabbing people
-Suffication: A grapple with the gloves on is always a sufficating
-Surgeon: The Gloves allow almost any part of the body (Skull, Liver, Toe) to be a valid target to "Rip out"

Weapon
-Zombie: The weapon makes those slain by it instantly rise as a zombie
-Death Curse: Those struck by the weapon suffer wounds every night until they are killed. Ordinary people fall instantly but that strong could live indefinately
-Bone Cutter: The weapon is completely unimpeeded by bones and thus will cut right through them
-Sickening: Those struck will be hit with a deadly disease
-Severence Package: Severed parts will come to life and attack your target
-Automatic: Upon striking the victum the weapon will act on its own and attack
-Grave: Those killed by the weapon are transformed into a glorious burial monument to themselves
-Monster: For everything killed by this weapon a monster will take its place (WOO!!!)
-Demonic Renewal: When the weapon successfully slays a hundred victums, a demon shall arise!
-Consume: Those slain feed the user
-Acid Blood: Blood shed from the victum is acidic and will burn, the user may or may not be immune to this however.
-Death Slaying: The weapon cannot harm the living, only the dead
-Growing: The Weapon continuously gets stronger with every kill until it reaches its max in which something may happen.
-Forgotten: The Weapon often can kill someone and cause everyone they ever met to forget they existed, the perfect kill.
-Record Keeper: The weapon has engraved the number of creatures it ever slain.
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MagicJuggler

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Re: Aritfact Suggestions
« Reply #29 on: November 06, 2008, 03:30:52 pm »

IMO, a lot of these suggestions don't really seem artifact-like. For instance, what makes a weapon so special that it is the only one a Dwarf would record the kills of on? Likewise with linking siege weapons to a lever.

Perhaps each token type could have a value associated with it, either positive or negative for representing enchanted vs. cursed items, in a manner that sometimes exceptionally powerful items have flaws associated with them...e.g. if a particular Alchemical Screw Pump can only work one day per month.
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