Wow, I didn't know more then a select few people actually liked this topic. I am inspired to attempt another "Bad Mood" Artifact session full of possessed, Fell, and Macabre artifacts.
Warning that repeats are just as likely.
Universal:
-Barbed (Equipment): The object through mysterious forces bonds with the owner upon first touch. The only way to remove it is to quite litterally rip it out flaying select areas of your body. Not too harmful for weapons or rings but for Bodyarmor it can even cause death.
-Hym: Faces on the object give prayers in an unknown language. Upon sleeping those who heard the hyms and fallen to their ghostly power see creatures in their dreams who claw at their will and force them to do terrible things.
-Insect Appeal: The object in question attracts insects, bugs, and spiders of the vermin variety even when there is no way for them to get at the artifact.
-Unfathomable: Any failed attempt to identify the use of this artifact wracks their brain causing insanity or at worst it causes their head to explode.
-Forbidden Knowledge: When the user finally comes to know the full extent of the artifact's power it leads them to death, insanity, or monsterism unless they can resist.
-Ghost Bound: Owners of the Artifact always become ghosts often of great power.
-Ghostly: The object is barely tangable and shifts in and out.
-Fettish: The artifact can always be linked to a ghost no matter their cause of death.
-Burried: Upon the death of the user the artifact disapears. It will always be found later in their coffin.
-No rest for the wicked: Owners who die holding this artifact are instead dirrectly sent to heck to be torchured forever by demons.
-Demon Linked: The artifact's existance keeps a demon or appropriate power from being slain entirely.
-Leak: The Artifact leaks Sphere energy of death, fire, and many other detrimental energies.
Crown/Masks (Masks arn't included in the game. Though these are more Mask oriented)
-Plague: Those who behold the wearer are afflicted with constant vomiting, festering sists, and oozing eyeballs. These symptoms only last as long as the wearer is in the area but is more then enough to make them an easy target.
-Demon Power: The wearer's face becomes that of a powerful demon. They can from then on eat living targets and using their flesh to add on to their own. Increasing their mass, muscles, and power. This Hunger increases with their size eventually turning them into a true demon of Gluttony. Removing the mask can cause the user to explode due to their excess weight.
-Macriachi: The Bones of the fallen spring to life and dance around the wearer. It is quite entertaining to those who can get around the disgust.
-True-Self: The Mask gives the user attributes set according to their personality giving them grotesk features as their body is warped. Their likes and dislikes become facial features while their lazyness could give them an obese body.
-Phantoms: The artifact gives one control over their very nightmares. When commanded to it sends horifying projections, as according to the user's fears, to strike down attackers. The Nightmare's strength doesn't match their counterpart thus even a fly could be a giant firebreathing monster.
-Eerie Perfection: The Wearer slowly starts to become perfect having perfect skin, grace, and speach. It however is so much so that it puts those around them off making them untrusting and can even drive them insane. Removing the artifact can be traumatic.
-Wound Command: Those wounded in presence of the wearer find that they cannot heal easily often dying from blood loss.
-Ghost Communion: The wearer can speak and interact with ghost somewhat normally and force them to be tangable where ordinary methods can slay them.
-Death Eater: When someone dies around you, you swallow that energy. This energy can be used to make you more resistant to death or to inflict death onto others.
-Death Command: The user is able to refuse death of others allowing them to come back to life at a future date. This would be powerful if beings usually die immediately after missing important bodyparts or being trapped in coffins.
Rings:
-Soothsayer: Within the gemstone there predicts the time of death of those around him. What they don't know is the ring doesn't predict the future but in fact makes it happen. Those who cannot avoid this fate simply die off.
-Fleshed: The Ring removes the need for flesh allowing the user to degenerate into a living skeleton if it so happens. This effect isn't pernament so ill fortune beholds a skeleton who has their hand chopped off.
-Disease Transfer: When laying their hands on a diseased or injured being the ring absorbs it. It then must be transfered into something else within a set time or else the user will befall the same fate as the original victum.
-Doctor: The Ring allows the user to see death and destruction and thus anyone who holds this knows exactly what is ailing the victum.
-Become Thyself: The ring forces mental and physical changes in the wearer eventually transforming them into that of its creator. Adventurer's who befall this fate are unplayable as it constitutes non-standard death.
-Culture of Death: The User gains delight in the death, harm, and illness of others but suffers displeasure at seeing people born, cured, or healthy.
-Touch of Death: The Wearer's touch causes a wracking pain to slay the target.
-Fake Death: The Ring allows the wearer to fake their death when they fall unconscious. Though this doesn't help against enemies that eat, maim, or vandalise corpses.
Shirt:
-Poison Gourge: The user's stomach protrudes as he becomes a couldron of toxic materials. The owner can drink poisons to enhance their toxicity and their vomit is so poisonous that it becomes a lethal attack.
--Balemic: The User's Stomach Protrudes and they gain the ability to vomit over long distances with great force. This however is no less uncomfortable then it is normally, though it can be done much more easily.
-Leper: The User's Skin resembles the undead and they carry the aura of death around them. The undead give them no heed and creatures of death become friendly. The Downside however is that diseases and curses do not leave your body making the user a walking plague.
-Skeleton Costume: A Cryptic design calls forth macrebre energies as your bones start to grow out of your body and around your flesh.
-Demon Costume: You mock demons and call on great strength. This however makes you a target of the demons who will go at any length to rend you assunder.
-See Through: The person's outer flesh becomes invisable making treatment and diagnosis much more simple.
-Spikes: Wearing the shirt causes painful spikes to protrude from their body, the pain eventually goes away if the user survives, the spikes make formidable weapons and turn graples into painful attacks.
Cages (Use)
-Butcher: The Cage shreds those inside and heals them at the same time giving a continuous amount of meat and bones and making the prisoner insane. Death will always occur eventually.
-Monsterous: The Cage devolves the prisoner into a hideous beast barely resembling the creature who once was.
-Heck: The Cage is a door to the underworld and anyone who is imprisoned inside eventually finds themselves there.
-Return: Those who die in prison find themselves an undead servant of the owner.
-Ghostly: Ghosts, souls, and spirits are capable of being imprisoned inside.
-Horror: The Cage fills with nightmares from the prisoner's imagination which eventually rip him appart. These nightmares however are not anymore friendly to you then the prisoner but luckly they are in a cage. At least for now.
-Recoil: Creatures who attack the cage feel spikes dig into their skin which could eventually kill them.
-Rotting: Creatures inside the cage constantly rot until there is nothing left but an excellent fertilizer.
-Soul Wrack: The Cage attacks a creature's mind until they are nothing but a lifeless puppet. Those who die this way don't become ghosts and Demons cannot come back to life.
-Black Icor: Those inside the cage have their blood slowly replaced by a Black toxin eventually killing them. This toxin can however be extracted and used where it is as destructive as the prisoner was healthy.
-Demanding: The Cage asks for the most innocent and pure hearted individual in a city to be caged forever or it will bring bad fortune. The Prisoner's fondest wishes materialise into boons for the fortress such as fortune, food, animals, or people. When the prisoner dies naturally the cage once again becomes hungry.
I hope I kept up any sort of standard I have... It is always surprising to me to see people so responsive.