Neat. Those results seem pretty good. As long as effects don't double up too often anyway, though in most cases you can just amp up the power for that sort of thing. To be honest, the main problem I'm having with mine is sentient creatures/objects. Probably going to work on vehicle type objects for awhile before I get that done though. I've also been sorting effects into categories mostly, and I have enough of them (thanks Fniff, no sarcasm, really thanks) that it's kind of a slog to get through. That's before I even get into negative luck as well. In any case, I think I might as well generate a few things from my own just for kicks.
Pickax
6 quality. (The amount of effects you get is currently this number minus 3. Ordinarily a luck roll determines the quality seed, but I just rolled 2d6 for these examples. Obviously I discarded any results below 4, because that would be boring. This allows for ordinary items when luck is low, but ordinary isn't the point of this test now is it.)
Affinity
Dexterity
Plastic
This is a pickax. It can control plastic. It also increases the wielder's dexterity and magical ability.
Electronic Keyboard
10 quality.
Dexterity
Guard
Strength
Animation
Speed
Bleed
Demonic
This is an electronic keyboard. It increases the wielder's dexterity, strength, and speed. It can also be used to create a temporary shield to protect the wielder. In addition, it can be used to bring life to inanimate objects through the use of demonic forces. These objects will bleed when struck, and gain strength when they take blood from other sources.
Machine gun
7 quality.
Guard
Good
Ghosts
Water
This is a machine gun. It fires water. It can be used to create a temporary shield, as well as to sense good creatures. The wielder can communicate with the ghosts of those that it kills.
Sweatshirt (I have a decent variety of normal clothing. True armor is somewhat rare.)
6 quality.
Explosive
Thought
Endurance
This is a sweatshirt. It increases the wearer's endurance, allows them to share and receive thoughts with others through telepathy, and can release an explosion of force when struck, repelling attackers.
In retrospect it feels mildly weird not specifying the material an object is made out of. In addition, stat boosts feel just a bit too common to me. They'll be lessened when I finish it though, simply by having more effect categories to choose from. Stat boosts being common isn't strictly a bad thing anyway.