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Author Topic: Artifact Suggestions  (Read 11591 times)

Silverionmox

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Re: Aritfact Suggestions
« Reply #60 on: May 03, 2009, 06:28:44 am »

Artifact weapon:  When weapon is created, it randomly (or not so randomly) chooses itself a "Champion" (not the legendary soldier).  This person is automatically made some skill level (a really lucky roll might net you a legendary user) in the use of that type of weapon.  Weapon can ONLY be used by that person as long as they live.  Not sure about after they die.

I see it happening something like this:
Urist McSharpthings has created PlainScribes the Halls of Reckoning, an artifact short-sword!
PlainScribes the Halls of Reckoning has chosen its Champion!
Urist McSuds, Soaper, Has become a SwordsDwarf!
This is really a good hook for stories to happen occasionally. Later on it would be cross-fortress, and the target dwarf could get dreams about his weapon calling him etc.
« Last Edit: May 03, 2009, 06:32:08 am by Silverionmox »
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Nivim

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Re: Aritfact Suggestions
« Reply #61 on: May 03, 2009, 11:47:58 am »

"What happens if the arrow gets embedded in a dragon's stomach?"

What are you doing firing that arrow at a dragon?

This is Dwarf Fortress! The NPCs will do really stupid things, which often leads to hilarity. A dwarf suiciding that way would be horribly entertaining! And if we leave the effects ambiguous, the player might try it so he can get into melee range immediately. What do you think would happen when such arrows got stuck in creatures? I don't know how such a thing would be handled. Unless it was simplified to what the said adventurer wanted.
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

alfie275

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Re: Aritfact Suggestions
« Reply #62 on: May 03, 2009, 06:52:53 pm »

That reforge idea is good:
"Urist you have an adamtine skeleton, you are practically indestructable. Wait.. Oops.. That was microline not adamantine."
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Neonivek

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Re: Aritfact Suggestions
« Reply #63 on: May 09, 2009, 05:33:06 pm »

Goodness so much support for a topic with a typo title. (Aritfact hmm)

Well time to revisit some under developed objects.

Instruments:
-Crescendo: Creatures who hear the music find themselves becoming more deadly then before. Most artifacts of this type cannot tell the difference between friend and foe.
-Tempo: Those who hear the music must obey the tempo. Everyone who hears the music has their speed become that of the player. The Music player can also pause everyone until they run out of air though even the music player can’t take actions during that time.
-Chorus: When played the instrument records that instant in time for a period. If the instrument is played again in that time then it will reset just like the Chorus repeats.
-Chorus Weaker: When played the instrument records the state of all creatures in the area. When played again in a set time the creature’s states will be
-Cacophonic Note: While playing the user can intentionally use sour notes to cause enemies to become confused and make often cataclysmic mistakes.
-Harvest Jig: Plants grow faster when listening to the music.
-Lasting: Those who listen to the music of this instrument will hear it constantly. If the music is good they will be elated for weeks, if the music is bad they can go insane.
-Echolocate: Those who play are aware of where the music goes as if they were there themselves. It also can sense the presence of Ores and gemstones through walls.
-Know thy Audience: If playing for someone the one who is playing gets intimate knowledge of the listener including their opinion of the performance.
-One Man Band: The instrument plays an Orchestra of music as if played by a symphony of equally skilled patrons with equally crafted instruments. Another possible use is it can fool listeners into believing a room is filled with more people then there really is.
-Town Drums: Loud pair of drums, those who hear the music know that everywhere the music touches belongs to the Fortress/City/Cave. This shifts the odds in the favor of any battle taking place within the sound of the drums. It also however angers creatures who live within the music causing them to come forth and attack.
-Awe: Those who hear this music are stricken with awe and drop what they are doing or even holding.
-Harmful Vibrations: The sounds from this instrument are normally harmless, however it causes metal to vibrate violently turning a metal clad warrior into pulp.
-Calling: Allies and Pets can always hear the music played by this and can follow the music to go back to the player if they wish to be there. Powerful versions of this artifact can also allow your allies to step out of your dreams after a night of sleep.
-Pied Piper: Chose a sweeping category for the music such as human or vermin. Those who hear the music are enticed to follow even through dangerous or scary locations. Though realistically it can get tiring over long distances.
-Of the Dance: Those who hear the music are force to dance to the best of their ability. Those particularly skilled at dancing will feel no impediment to course activities, though who are unskilled, such as most of the world, will find it difficult to do even the simplest of actions correctly. Creatures incapable of understanding dance are immune to this effect.
-Majesty: A Noble music that can win the favor of any king or those of the ruling class. Excellent for getting appeals.
-Taming: The instrument can be used to tame animals who can hear the music.
-Soothing: Those who hear the music have a difficult time carrying on aggressions. Diplomacy is suggested before they remember why they were so angry at you.
-Eat splitting: Enemies who hear the music have their ears bleed. This is painful but deafness quickly ensues. Its main purpose however is to force them to bleed to death. Creatures with no ears or hearing are thusly immune to this effect.

Menacing Spikes:
-Razor: The Spikes remain dangerous even while left upright causing those who walk through to be cut to ribbons.
-Ensnare: Spikes come from everywhere and become imbedded in the victim’s flesh preventing them from moving forward.
-Explosive: There are so many spikes rolled into this device it virtually explodes with it causing those beside it to be struck.
-Antlion: The spikes have a mysterious force about them that causes those near the spike to be drawn in every time it surfaces.
-Automatic: The spike works its own without the need for a lever.
-Disarming: Clothes and weapons easily become disarmed in this trap.
-Friendly: The Spikes cannot harm those of your society/party or your allies.
-Horror: The Spike takes the skull of everyone it kills and with each one it grows in freight. Skulls of particularly powerful or willful individuals are still capable of speech.
-Tripping: Those struck become prone almost automatically.
-Powerful: The spike lunges with great power, it blasts back those around it and those who take a direct hit and somehow survive can find themselves thrown high into the air only to be splat upon a ceiling or ground.
-Blood Letting: The Spikes drain the blood out of those it strikes and eradicates organs that somehow get separated by its owner.
-Organful: The Spikes have an uncanny ability to take vital organs or even limbs with it.
-Application: The Spike can be attached to any object permanently to transform it into an artifact or to give an existing artifact an extra ability.

Large Gems / Stones:
--This still has the added ability of being capable of being socketed
-Demon Stone: This gemstone has no power on its own however if a demon is slain and this gemstone is bathed in its blood it traps its soul. The demon can speak and use mental abilities, if it has any, while inside the stone.
-Ghost Stone: This Gemstone traps spirits during an exorcism. They can speak inside the stone but its real use is the moaning of the entrapped spirits can cause insanity to those who listen.
-Thief Stone: Harmless in itself it is however unnaturally attractive to thieves. Those who steal it have a horrible fate befall them and the stone is given back to the owner the next day.
-Eye of seeing: Speak the name of anyone who know and you may see through their eyes.
-Stability: When emplaced on ones head it causes their mental balance to become perfected. They cannot suffer hardship nor have their mind torn asunder.
-Sunstone: The gem absorbs light from the sun, moon, or stars (or some otherworldly source) and can release it for a set period illuminating the way. The light is the same as the source.
-Healing Stones: When implanted upon an injured body it prevents further complications though they will still need to heal normally.
-Wrath: This red stone when activated replaced the targets eye. Those who you stare at feel a burning sensation and may spontaneously combust.
-Heartstone: This stone replaces the user’s heart. Their blood becomes manifold and they become almost incapable of bleeding to death or taking damage to the heart.
-Perfect Diamond: The holder of the stone often becomes immutable. Occasionally attacks to them simply do no harm and are brushed off easily. Depending on the force of the swing it can even destroy the weapon of those who attack you.
-Promise Stone: When given to another they are yours forever, captured by the thralls of love. The owner is incapable of giving the stone away unless they fall out of love with the giver.

Uhh I guess this was long enough.
« Last Edit: May 09, 2009, 05:35:03 pm by Neonivek »
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SirHoneyBadger

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Re: Aritfact Suggestions
« Reply #64 on: May 09, 2009, 10:51:05 pm »

You know, you can edit the title of the thread... 8)

How about a list of just artifact picks? To me, they kind of represent the quintessence of "dwarfness" in the game, and, considering that they can be made out of bone and other (silly) materials...
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droid

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Re: Aritfact Suggestions
« Reply #65 on: May 11, 2009, 05:42:17 pm »

Neonivek is doing good work here.
I will try to assist.

Picks: (weapon effects are also possible)
-Smooth: Areas mined by this pick are smoothed.
-Shattering: Has a small chance (1/7 or 1/100) to dig out an adjacent square in addition to the one intended. This is usually a bad thing, but with a high skilled miner this only happens in directions that are designated.
-Carving: Areas mined are sometimes engraved with images. (The images depend on either the dwarf using the pick, or if the result of possesion, the spirit that possesed. In the case of possesion, disturbing images (such as elephants or cheese) could result.)
-Transmuting: Sometimes the stone mined out is not the same of the wall mined out. A low skill miner gives cheap rocks, while higher skill yields more expensive rock, flux, obsidian, or even gems and metal.
-Stone to flesh: Rock is mined to yield MEAT!
-Water mining: Water adjacent to a square mined freeze, so channels of ice can be carved in lakes or oceans. Does not ensure that it doesn't melt later though. Does not freeze current square, that would be bad.
-Lava mining: A stronger version of Water mining, cools lava down to form obsidian.
-Bleeding: Leaves mined walls and floors bloody.
-of Trinkets: Instead of a rock, sometimes rock crafts are yielded. The quality of the good is determined by the mining skill.
-of Snakes: Occasionally spawns snakes (or other vermin) when used.

Containers: (I refer to bins here, but it could be any type of container)
-Connecting: All containers of this type and of the same material (or made at the same workshop, or at the same site ...) contain the same items. As more are produced the total space increases, but any item can be retrieved from any bin. Good because it reduces hauling tasks. Possibly bad because robbers and vermin also can easily access any item from any bin. Trading would not include any of these bins, because then the other civilization could take any items, but perhaps they only work when in the same fortress.
If this container is destroyed, all items are shuffled into all bins and the effect ends. If some other connected bin is destroyed, a random selection of items fall out of it of about the same size as the container.
-Hungry: Occasionally an edible (or leather or wood) item in this bin disappears.

Instruments:
-of Sleep: all near the user other than the user fall asleep unless they are fully rested and alert.
so it can immobilize an enemy, but once they wake up it will not affect them again for several hours.
-of Silence: This instrument makes no sound, but makes a zone of silence around it, quieting all sound sources within its radius.
-of Laughter: all nearby uncontrollably laugh. Would it be addictive? I don't know, possibly as follows: while listening, good thoughts expire more quickly.
-of Sorrow/of Lamentation: all nearby weep as they remember all the sad things they know of. While listening, bad thoughts expire more quickly.
-Voice of the Fallen: The instrument makes no noise, but if there are any skulls, severed heads or corpses nearby they cry out to the unheard and unliving melody.

Any item:
-Demanding: Just as a noble, this item can make mandates and demands. If they aren't followed its mood decreases. If they are satisfied its mood improves. If it goes crazy then it will become animated and either go on a rampage or try to destroy itself. And that would be bad because then the dwarf that made it would probably get depressed. If it is not destroyed then after a while it calms down again.
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SirHoneyBadger

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Re: Aritfact Suggestions
« Reply #66 on: May 11, 2009, 06:00:27 pm »

These are good, droid, but how about:
-Flesh to stone: Creatures killed by this pick in combat have their corpses transformed into (random, cheap) stone statues of a quality based on the skill of the Miner.
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Neonivek

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Re: Aritfact Suggestions
« Reply #67 on: May 11, 2009, 10:32:49 pm »

Yep some of those are very good I especially like the "Smooth", "Transmuting", and "Carving" as they are especially pick flavored.

Time to expand the list I guess

Picks:
-The Standard: This pick bestows the Dwarven speedy digging ability. This is a common ability held by almost all artifact picks.
-Survey: The pick sends vibrations deep into the earth sending signals to the holder. The holder can see what special ores, gems, or other rare minerals are within the walls. Those with a more powerful connection to the artifact can see even deeper.
-Tireless: Digging through the earth is as easy as walking the holder of this pick finds it simple to dig even through the hardest metals though they find it no faster. It can come at the cost of strength training.
-Supported: The Pick occasionally strengthens the walls around it giving the areas increased stability as if a support was built nearby.
-Immortal: The holder of this pick is immune to collapsing walls, metallic based toxins, and natural gases as well as tolerance to heat and cold.
-Fling: The Pick can mine almost immediately and fling the results in a desired direction.
-Aquifier Break: The pick can remove the aquifier status of tiles it removes allowing access to deeper tunnels through the earth.
-Memory: The pick has the ability to bypass any material it mined from the ground. This allows it to dig through the same ores much more easily and to strike through even the strongest plates with relative ease.
-Tunnel through Air: You may select a location within sight and dig through the air. You arrive in that location as if you tunnelled through solid rock to be there. Good in an emergency but abuse can leave you tired and helpless.
-World Travel: If there is a direct path of earth between two locations you may dig there at incredible speeds. This type of travel is usually safer unless you fall victim to one of the many underground dwelling creatures. This tunnel usually disappears soon after.
-Roof Collapse: As long as there is a roof directly over your head you may bring it onto your enemies. Floor tiles are destroyed but walls remain.
-Other worlds (Planar Arc): The Pick has the ability to dig tunnels to other worlds. This is an arduous task that can take many years to complete and there are no guarantees of safety.
-Treasure Finder: The Pick has an internal sense of hidden treasures deep underground and leads them to it. There is no differentiation between safe and dangerous treasures so it can just as easily lead them to the chamber of a great megabeast simply by the golden necklace it wears around its neck.
-Godly Treasure Finder: Those who find favour with a god, whether it exists or not, may find treasures underground matching the purview of said god. The treasure is usually equal to the fervour.
-Harmony: Subterranean creatures ignore the holder and creatures treat the holder as one of their own. This however works both ways as the holder finds it difficult to attack or even be hostile to subterranean creatures.
-Ascension: Only a follower of an earth-sphere god (or perhaps a darker god) may create this artefact. When they reach legendary status the holder of this object may dig deep beneath the earth and ascend into godhood. They will then show up as a god within the legends folder.
-Finished: The Pick occasionally turns ores into bars and gems into cut stones.
-Resourceful: When mining extra pieces of ore can sometimes be found from deposits.
-Memory: You can pick someone’s mind for memories removing and destroying ones of your choice. Some of these picks also produce a memory web from these memories that can be woven into garments as powerful as the memory. This process is intrusive however and dangerous to the one being exposed to it. It can also occasionally spawn Nightmares of malicious contempt for all things living.
-Exorcist: You can dig into someone’s soul and remove a foreign being. This is a dangerous process that can destroy the target’s soul or simply bring forth the being in physical form to squash the artefact holder.
-Helpers: The Pick Axe is accompanied by several mindless drones who aid its master in digging through the earth. They are excellent for digging but not much else.
-Closure: The Pick can chose to allow sections dug to close within a set time allowing the artefact holder to use tunnels to escape enemies.

Axe (Wood cutting effects and some Weapon)
-One Swoop: The axe can chop trees in one strike.
-Recycling: Trees fell by this axe regrow in a short period of time.
-Elven: This Axe harms no trees, it instead gives you wood for every few trees you chop with it. Creatures in harmony with nature can feel no wrath towards the holder of this.
-Petrify: The Axe can occasionally mix the wood with mineral from the earth. This causes the wood to become hard as stone.
-Deforestation: This axe can shop several trees at once making one Woodsmen worth several.
-Efficient: There is nothing lost in the chopping process as all fruit, sap, and other products are taken from the tree during the chopping process.
-Life Draining: The Axe sucks the life from the trees it cuts and infuses it with the holder allowing them to recover from wounds quicker.
-Sphere Draining: The axe transfers the plant sphere to the wielder giving them appropriate abilities and detriments.
-Tree Fell: You may attack enemies with the axe if they are a square away from a tree. It will appeal as if the tree itself was attacking.
-Tree Eyes: You may see as if you were standing in the place of any tree touched by this axe.
-Wood Destroyer: All wood is as weak as talc to this artefact. You can chop through wooden walls, elven armor, and wooden creatures as if they weren’t there.
-Grower: The Axe can grow trees usually of the type favoured by the creator but sometimes they can be fantastical trees that grow their favourite food or made of their favourite material (though it bestows no additional ability to chop said tree).
-Training: The Muscles of the person who chops with this axe are increased many times what would otherwise be normal. Woodsmen can easily become stronger then any non-artifact enhanced members of their society just by doing their job.
-Pine Scented: The Axe carries the smell of pine giving pleasant thoughts to all who smell it. In Adventure mode it can ease diplomatic situations.

Well I could go on but this is enough.
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Nivim

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Re: Aritfact Suggestions
« Reply #68 on: May 12, 2009, 06:50:13 pm »

Perhaps you aught to wait awhile; the last two batches haven't made as much sense, and they are harder to read. Get some more Life and other experience to refresh your brain, then come back. Although at the moment I don't have the patience to go through all of them and pick out the confusing ones, I had a bad day.
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

Craftling

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Re: Aritfact Suggestions
« Reply #69 on: May 19, 2009, 04:13:30 am »

Daemonic items should have more influence in the game. The demons I have heard about dont seem to be the type to help you out for no reason. Maybe during a battle something like this should happen " The Swords of Menacing has started to attack the invaders ferociusly, and seems to be gaining power". Or maybe that adamantine door your so fond of has just let demons into your fortress.

Daemonic item abilities(on top of everything else)
-Saps energy: Gains energy from everything around it.
-Daemonic power: Makes the owner more powerful.
-Portal to hell: Brings demons into your realm.
I cant think of anything else
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Neonivek

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Re: Aritfact Suggestions
« Reply #70 on: May 20, 2009, 01:54:54 am »

Well Craftling you just have to think about what Daemons want and how an artifact would fulfil it or what the demons personalities are and what kind of artifacts that would do

For example
-Communication: The artifact is always within vocal communication with the demon who made it allowing it to spread its influence onto the holder.
--The demon can thusly communicate and influence the actions of the holder with this artifact. Which is standard demon actions. It also allows them to command someone already under their control from anywhere in the world.
-Will Activated: The artifact takes a peice of the owners willpower to function.
--Those broken by the artifact are easy prey for a demon. It is easy to think of slews of will broken adventurers under the command of a demon general.
-Isolated: In order to function the artifact erases one of the relationships of the individual every use. These relationships can be recovered but it would be as if you never met.
--I just thought it would be cool. Though I guess in theory a more daemonic effect would be that these relationships are replaced with the demon in question.
« Last Edit: May 20, 2009, 02:00:46 am by Neonivek »
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SirHoneyBadger

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Re: Aritfact Suggestions
« Reply #71 on: May 20, 2009, 02:36:39 am »

--I just thought it would be cool. Though I guess in theory a more daemonic effect would be that these relationships are replaced with the demon in question.

What if using the artifact created a demonic doppelganger in that relationship's place, without actually removing the relationship in question?

Suddenly, that person is being stalked by a (possibly insane, quite possibly murderous) duplicate of themselves.
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Neonivek

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Re: Aritfact Suggestions
« Reply #72 on: May 20, 2009, 02:50:12 am »

Hmm if a popular NPC had it they would have quite the army on their hands.
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SirHoneyBadger

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Re: Aritfact Suggestions
« Reply #73 on: May 20, 2009, 03:36:25 am »

Well...it's more of an attempt at personal horror...so even if there were a hundred of them, you'd be more likely to end up with 80+ unexplained corpses, rather than a hundred berserk demons.

Each incident would be intended to implode, rather than explode.

It might even be that the doppelgangers could only be seen by their victims, and maybe the artifact holder.
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Neonivek

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Re: Aritfact Suggestions
« Reply #74 on: August 16, 2009, 05:24:55 pm »

Well it has been a long time since I have worked on this topic a bit more, but until I get a clear message to start a new topic instead I guess I'll just be reviving this forever. I enjoy this suggestion topic the most so I don't think I will ever abandon it.

Anyhow so I think I may be going as generic as humanly possible to get some utilitarian artifacts. I work by momentum and shifting moods so I think the original creativity I created this thread in is gone, but I don't mind since it is by far my favorite suggestion topic.

Alright I saved the above and started working on this again. I erased the boring effects that are likely doubled. I wish I still had spell check so I appologise for any spelling mistakes I make. Wow I think I have quite a few doubles here.

Anyhow

Generic Artifact Effects
-Title: The holder/owner/protector of the artifact earns a title that accomidates the artifact.
--This refers to a game mechanic rather then an actual effect.
-Organic: The artifact otherwise appears to be living, images move and wood appears barklike.
-Ascension: The Owner (or creator) will ascend to the heavens/godhood once a condition has been met (such as death)
-Death Bind: If possession of the artifact should pass from one person to another then the previous owner will instantly die.
-Simple: The artifact harnesses efficiant and simple design that will appear ordinary to all those without the eye for detail.
-Degeneration: The artifact appears to degenerate over time but without any sort of penelty. Rotten artifact chairs are just as comfortable as the day they were made.
-Sweet Smell: The artifact emits sweet smells like flowers, cookies, or pine. This is more of a descriptor then an effect.
-Finder: Some artifacts can never truely be lost. If tossed into a Volcano, Bottomless pit, or bottom of the ocean it will without fail find another master.
-Lost: Some artifacts can never truely be kept. If the artifact loses its owner or becomes lost it travels to another location likely to never be seen again.
-Beacon: The artifact emits a pillar of light for everyone to see. This light in fact comes from the sky and radiates down onto the artifact in question.

Weapons (Melee)
-Shifting Weight: The Weapon has an increased weight for damage purposes only. It could allow devistating megaton strikes with a mace.
-Innocent: The weapon refuses to strike anything but attackers. It can physically stop attacks, fly out of your hand, or apply equal damage to holder as they do to the target.
-Phantom Hold: The weapon may continue to be held even after a creature has lost their hand.
-Progenitor Strike: The kin of those slain develop a disease that may slay all of them. If it is a creature that has a creator then it harms that creator.
-Foe Wails: The weapon emulates the voice of those destroyed by it and screach out threats, screams, and wails of its previous victums.
-Homewrecker: The weapon can cut the victum's links to those they care about as easily as it does flesh. For every strike someone who knows the victum will completly stop caring for them.
-Heavenly Diplomacy: Anyone destroyed in the name of the god this artifact is devoted to will be completely immune to the wraph of an enemy god.
-Unpredictable: The weapon doesn't follow the swings of the weilder giving it an erratic almost random pattern making it very difficult to block. Unfortunately it makes it almost incapable of parrying. Unpredictable weapons also are harder to weild, a weapon the wielder is barely capable of holding will easily slip out of their hands or harm the weilder.
-Great Hero: When called upon the weapon overrides the weilders senses and takes control weilding itself with great ability and control until all enemies have fallen. It should be said that these artifacts tend to value victory over self-preservation.
--This effect is also great for Armor
-Exemplar: The weapon is considered the perfection of design, if used as a template any weapons made in its style the
-Soft Bonus: Some materials just shouldn't be used for weapon making, these weapons however defy such
-Teacher: The Artifact comes with its own style which it bestows onto its owner should they practice with it.
-Combat Mastery: The Artifact teaches the holder the ins and out of combat. In addition to whatever skill the artifact uses it also teaches other combat skills such as punching, kicking, grabbing, throwing, and other unrelated skills. This could be represented by a voice eminating from the weapon or wisdom spontaniously learned by the holder.
-Child Bearer: Those Slain with this artifact become children, if they cannot be children they simply die, who are loyal to their new father/mother. They lose their memory and skills however but for all intents and purposes they are the bearer's children.
-Cupid: The weapon/arrow does no damage instead it forges a relationship between the bearer and the victum. Eventually the victum will fall hopelessly inlove with the bearer, if the victum of this effect has yet to be harmed by the bearer then they will stop attacking as well.

Shoes
-Flaming Wake: The Shoes emit burning flames and may percist for a time after.
-Ice Wake: The Shoes are freezing cold and turn water to ice as you walk near it, it is cold enough to even harm unprotected individuals around them or protected individuals who walk dirrectly into its icy wake.
-Grass Walker: As long as the wearer has their feet planted squarely on grass they will be seen by all others as a harmless tree.
-Sensative shoes: Anything around the wearer that walks on the ground can be sensed. It cannot identify it.
-Faster and Faster: The wearer runs faster and faster for as long as they may run in a single dirrection.

Cloak:
-Disguise of Age: The Cloak allows the user to shift to any stage of life with all the bonuses and penelties this would bring. As an added bonus hatched creatures can even chose to become reborn removing any and all pernament injuries and scars. There is a danger however, any shift to an age of baby or earlier carries the risk of pernament amnesia, this counts as a Game Over in adventure mode.
-Disguise of Death: The Cloak allows you to guise yourself as the last creature you slain. Assuming no one knows they are dead the bearer can even live out their lives as the diseased.
-Disguise of Gender: Yeah yeah yeah
-Perfected Cloak: This cloak is perfect in design. No one can identify the person wearing this cloak, as well no liquid may ever touch the flesh of the one wearing it.
-Deflection: The cloak can keep projectiles out as easily as it does the rain. It is very likely to deflect projectiles that come from behind.
-Disguise of Majesty: Those who don the cloak of majesty are seen by others as wearing only the most expencive and lucrative of clothing even if it would be impractical or impossible. Examples would include shirts of spun gold studded with Saphire.
-Disguise of Poverty: The cloak allows the user to guise himself in poverty. His clothes become that of peasant folk all moldy and worn. This is even powerful enough to disguise expencive armors.
-Disguise of Stupidity: While worn people see your every move and every vowel as incredably stupid. This would seem like a disadvantage, and in many ways it is, however it also has the effect of making it difficult for others believe you did anything requiring intelligence or skill such as an assasination.
-Disguise of Professionalism: While wearing the cloak you may chant the profession you wish to emulate and everyone will see you as if you were a member of that profession. This also works for Royalty but it cannot disguise one as a specific person making it dangerous to attempt.
-Disguise of Shadows: The wearer becomes like the shadows. Anytime the user is surrounded by darkness they become almost invisable. As well it is impossible to identify the person wearing this cloak in any condition.

Gloves/Guantlets:
--Gloves/Guantlets can have weapon effects as well
-Competency: Anyone wearing these gloves are considered competent in anything they do that involved hands. It doesn't affect their true skill however.
-Dream Grabber: You can put your hand into someone's head and pull out a dream or nightmare in physical form. As with other artifacts of this type it doesn't need to be appropriate to its original form, a nightmarish Fly can be much larger and formidable then an ordinary one.
-Voice Grabber: If you make a successful grapple onto someone's throat you may pull their voice out. Voices need to be stored in glass or gem containers or else they return with a loud scream. Voices can also be exchanged.
-Memory Grabber: If you grapple someone's head you can either take their happyness or their sorrows with obvious effects. Along with the benefits of forcing someone to tantrum these memories can also be sold and used to give other people possitive or negative memories.
-Skill Stealer: You may pull out a bit of someone's skill dirrectly from their brain, you have little control over what comes out, this gives you a boost in whatever skill you happened to pull out assuming it is greater then your own. This causes brain damage and those who suffer it do not live long.
-Friend Stealer: You may pull the friendship or compansionship from an enemy's heart, they must have a heart for this to work, instantly severing the relationship. You may then apply it to someone else, likely yourself.
-Hand Protector: The glove protects the wearer from harm by anything they hold including enemies in grapples or artifacts that curse the wielder.
-Robbing: When the wearer steals from someone it creates a temporary duplicate in its place that shatters after a few minutes. This duplicate is perfect.
-Robbing Blind: If you suffer a pernament disability that an enemy does not you may instead inflict it upon them to cure yourself. You can cure lost limbs and organs but not injuries or illnesses.
-Robbing Blind +: You may steal limbs and organs from an enemy and transplant them into yourself, as well you may remove your own limbs.
-Theft: The gloves can steal objects from individuals that they do not have on them at the time such as coins or furnature.
-Heart Throb: The Gloves can rip the heart out of an individual. Instead of dying they instead become eternally loyal to the one who holds their heart. This heart isn't their true heart but a grewsome representation. Should the heart be destroyed they develop an irrational hatred of the one who stole their hearts.
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