MLP: Griffon Kingdoms
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The Artifact Registry

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Tida
Hijinks
Tesshu
Doppelbob
Kestrel
Wiste
Paradox
Scrapper
Lance
Kroll
Stormcloud
Fiery Essence
Tempest Runner
Rusty Bolt
Silvern Gleam
Syron
Sassaflash
Steel Strike
Aqua Blade
Tisis Antony
24 posters

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The Artifact Registry Empty The Artifact Registry

Post by Tisis Antony Tue Mar 05, 2013 6:23 pm

Authorship: Steel Strike, Zweihander, Tisis Antony

The application form should be copy-pasted into a post in this thread.

AN ARTIFACT:

An item with magical enchantments, or of generally unusual or mystical nature, that for the purposes of role play should be regulated to prevent power playing and various other poor role playing practices. This includes items that aren't especially magical, though possess sufficient technological sophistication to warrant some scrutiny, given our settings sub-standard level of technology.

The Four Standards:
Spoiler:

Note: This is not an APPROVAL form, it is a registration. This only exists so that the staff can keep track of the things that the players invent, and to possibly veto poorly thought out items. It should not intimidate people into not making these items! Please put as much description as you feel necessary to the various elements.

REGISTRATION FORM

Item name or description: (ex. Zweihander's Sword)

Availability: (ex. Unique, One of a kind; Impossible to manufacture)

Functions: (ex. Losing the sword places the character Zweihander into an altered state of mind called Vengeance. It can also be used as a normal weapon.)

Purpose: (ex. The sword is a central part of Zweihander's character, and many threads revolve around him trying to retrieve it, or other characters fleeing Zweihander after its loss.)

If it's a unique or one of a kind item how did you come into contact with the item?
(ex. It was created by an Equestrian Unicorns botched efforts during the Equestrian invasion. Prior to this, the blade was mundane, and in Zweihander's possession.)

Description of what this item does in semi-mechanical terms:

(ex. It possesses fragments of Zweihander's soul, and losing the blade allows dormant figures within his psyche to take hold.)

Description of the item's appearance:

(ex. A well-made steel blade embossed with native griffonic script. The hilt is bound with leather, and embossed with decorative silver threads. The pommel is a special diamond, held in place by several loops of metal. This diamond houses Zweihander's sanity persona.
Tisis Antony
Tisis Antony
Braeburn
Braeburn

Posts : 657
Join date : 2012-10-24
Location : Manehatten Griffin Headquarters

Character sheet
Alignment: Griffin Kingdom
Profession: Intelligence Officer
Age: 39

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The Artifact Registry Empty Re: The Artifact Registry

Post by Aqua Blade Tue Mar 05, 2013 8:06 pm

Alright, let's put my blade in there!

Item Name: Akuaburēdo

Availability: One of a kind

Functions: A katana that is mostly used as a regular sword. However, it also has some magical properties that can be called into effect during a rainstorm or when the blade comes into contact with a body of water, but they drain the user of energy when used.

Purpose: This katana serves as Aqua's main form of combat. It is also one of the few artifacts he has left to remind him of his now deceased family.

How did Aqua come into contact with it: His grandfather, a unicorn steelsmith, contructed the sword for Aqua and gave it to him when he was 12.

What can this weapon do: This sword possesses the ability to manipulate water in the form of the blade. It can ripple through a body of water as well as produce a small wave during a rainstorm, it becoming more powerful the harder the rainfall.

Item Description: A black-bladed katana with a sea-green wave pattern on the blade. This pattern will glow when near a body of water or in the rain. It has a crimson hilt as well as well as a crimson sheath, adorned with a black wave pattern similar to the sea-green one on the blade.
Aqua Blade
Aqua Blade
Semi-Newb
Semi-Newb

Posts : 34
Join date : 2013-02-15
Location : Los Pegasus

Character sheet
Alignment: Rebels
Profession: Swordpony
Age: 28

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The Artifact Registry Empty Re: The Artifact Registry

Post by Steel Strike Tue Mar 05, 2013 8:10 pm

Spoiler:

So long as you keep to our agreements on what it can do, its approved ^^
15 yards for 10 seconds, and about as powerful as a whopping punch.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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The Artifact Registry Empty Re: The Artifact Registry

Post by Sassaflash Wed Mar 06, 2013 2:20 am

Item name or description: Flashbang Grenade

Availability: Regularly produced, sale limited to rebels.

Functions: Momentary disorientation of foes.

Purpose: Surprising a foe and knocking down their defenses before a surprise attack.

How did Mega come into possession of it: Invented and built it.

What does it do: Creates a sudden bright flash of light and a loud sound to stun anyone standing too close.

Item Description: A small clay ball packed tight with black powder, the hole on the top plugged by a cork with a fuse inside it. Kept its normal brown claw color due to lack of available paint.


Item name or description: Smoke Bomb

Availability: Regularly produced, sale limited to rebels.

Functions: Obscuring of vision in a small area or a closed room.

Purpose: Creating an opening for a quick escape.

How did Mega come into possession of it: Invented and built by her

What does it do: Fills a room or small open area with black smoke.

Item description: A small clay ball packed tight with a mixture of black powder and various other ingredients to make a thick black smoke that is quickly expelled through a foil hole that bursts on its own to release the smoke into the air.


Item name or description: Projectile Knife

Availability: Uncommon production, sale limited to rebels.

Functions: A normal knife, fires its blade with a spring mechanism for a surprise ranged attack one time. Blade can be placed back on it if retrieved.

Purpose: Light damaging surprise weapon.

How did Mega come into possession of it: Invented and built by her

What does it do: Flings its blade to surprise the foe

Item description: A simple switchblade knife with a button near the base of the handle to trigger to launch of the blade.


Item name or description: Griffon Repellant
Availability: Rare production, sale limited to rebels.

Functions: Creates a piercing sound painful to all species' ears. Tuned to brings griffons to near deafness. Sound only lasts for a few seconds and cannot be used more than once per unit.

Purpose: Immobilize a griffon for a retreat or an attack.
How did Mega come into possession of it: Invented and built by her

What does it do: Harms the ears of anyone around. Immobilizes griffons

Item Description: A small metal cylinder halfway covered by a tight-fitting wooden one with all of the inner workings hidden. A small single opening between the two cylinders allows the sound to escape without much muffling.


Item name or description: Pinhole Crossbow

Availability: Uncommon production, sale limited to rebels

Functions: Fires miniature bolts. Easily concealable, only slightly larger than a small blowgun.

Purpose: Injuring limbs and slowing opponents rather than death blows.

How did Mega come into possession of it: Invented and built by her

What does it do: Fires miniature crossbow bolts

Item description: A very small crossbow with the dock for the arrow replaced with a short tube similar to a blowgun meant to keep the needle-like arrow in place even while the weapon is stored in a bag for quick use.
Sassaflash
Sassaflash
Senator
Senator

Posts : 635
Join date : 2012-10-21
Location : Fillydelphia

Character sheet
Alignment: Rebels
Profession: Inventor and Engineer
Age: 29

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The Artifact Registry Empty Re: The Artifact Registry

Post by Steel Strike Wed Mar 06, 2013 10:48 am

Spoiler:

Approved. So long as you stick to those availability tags. Griffbutt repellents could take over xD
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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The Artifact Registry Empty Re: The Artifact Registry

Post by Syron Wed Mar 06, 2013 11:36 am

Item name or description: Shade's Shurikens

Availability: Impossible to manufacture

Functions: They're used like shurikens can be used, as throwing weapons.

Purpose: Distract, injure, kill. They're weapons! And from time to time Shade has some alternative use for them, for example as drill or steps.

How did Shade come into contact with the item? During the first attack on Canterlot Shade needed something to defend herself from a griffon and wished that she had some kind of weapon. The wish was fulfilled as she found the six stars floating around her. Details in CS.

Description of what this item does in semi-mechanical terms: They appear as normal weapons, but have several enchantments placed on them.
- They can't be targeted by magic, except for Shade's.
- They're sensitive to telekinesis, Shade can handle them way more easily than any other object.
- Shade has a very basic sense of pressure through them, mostly used to determine if she managed to hit anything. Has limited use for communication ("ram it into the next wall as hard as you can and I'll notice")
- They CAN take damage, but it's hard enough to accomplish, it didn't happen yet. And I do plan on letting it happen.


Description of the item's appearance:
Best explained by a pic...
Spoiler:


Last edited by Shadowstrike on Wed Mar 06, 2013 11:45 am; edited 1 time in total
Syron
Syron
Sweetie Belle
Sweetie Belle

Posts : 818
Join date : 2012-10-21
Location : Germany

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Alignment:
Profession:
Age:

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The Artifact Registry Empty Re: The Artifact Registry

Post by Steel Strike Wed Mar 06, 2013 11:54 am

Spoiler:

Approved
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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The Artifact Registry Empty Re: The Artifact Registry

Post by Silvern Gleam Sat Mar 09, 2013 11:10 pm

Alright, here's the first bunch. I suppose I'll be a regular poster in here, I already have >5 more in store, and the number is growing the more I think about it because of this registry xD

Regarding the availability: Every item here is a magical artifact, and as such already quite rare. So, here's what I mean with the classifications:
Common: Sil might have it in storage, and if not she would be able to get it, given some time. Common does NOT mean she is able to supply the whole rebellion with it!
Uncommon: Would be luck if Sil had it, but it's possible that she finds it, given time.
Rare: It would be luck if Sil had any idea on how to get it. But from time to time there's still a rarity falling into her hooves. No pun intended.
Unique: It's outside everypony's capabilities to recreate it, or it one of Sil's special creations she gives out to nopony else.


Invisibility:

Heal very light wounds:

Fix broken bones:

Heal large wounds:

Simple Lock:

(Note: The "where does it come from" is tiring)


Last edited by Silvern Gleam on Wed Mar 13, 2013 12:08 pm; edited 1 time in total
Silvern Gleam
Silvern Gleam
Big Mac
Big Mac

Posts : 299
Join date : 2012-12-21
Location : Germany

Character sheet
Alignment: Rebels
Profession: Artifact Merchant
Age: 42

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The Artifact Registry Empty Re: The Artifact Registry

Post by Steel Strike Sat Mar 09, 2013 11:24 pm

Spoiler:

Fix broken bones:

Heal large wounds:

Simple Lock:0bd8:

(Note: The "where does it come from" is tiring)


Approved and very well done.

And the where it comes from is more for unique items. However Im glad you thought something up. ^^
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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The Artifact Registry Empty Re: The Artifact Registry

Post by Rusty Bolt Sun Mar 10, 2013 12:48 pm

Item name or description: Iron Vulture

Availability: unique

Functions: semi-automatic crossbow

Purpose: Kill and self-defense

How did Rusty come into possession of it: Invented and built it with her father.

What does it do: Fires small metal bolts with a fire rate of 1 bolt per 1,5 seconds. range about 85 yards

Item Description: The crossbow normally is foldet for better wearing-comfort. In combat it can be simple unfoldet by pressing a small buzzon near the trigger. The strings is a strionger string than in normal crossbows which extends the range and power. The string gets pulled back afer each shot, by a pneumatic piston. this needs about 1,5 sec each time. The crossbow system for clips, so the gunman can fire 15 shots, before changing the magazine. which needs 5 seconds. Rusty has two mags.

Spoiler:
Rusty Bolt
Rusty Bolt
Ursa Minor
Ursa Minor

Posts : 95
Join date : 2012-12-29

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Post by Steel Strike Sun Mar 10, 2013 12:59 pm

Spoiler:

Approved. That's fine. Make sure you don't use it too much or try to powergame with it.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Silvern Gleam Tue Mar 12, 2013 6:58 pm

Alright, the next bunch. This time it's about some of the stuff Sil has running in her shop. It's probably a bit more interesting than last time^^

I also wanted to add Sil's necklace, but while writing the entry I noticed that I have to think more about it first, there's a little problem with it that I didn't realize sooner. Will probably come with the next load (which hopefully will be smaller).

Magic Generator:

High Capacity Storage Crystal:

Front door of the Magic Eye:

Light Crystal:

Key:
Silvern Gleam
Silvern Gleam
Big Mac
Big Mac

Posts : 299
Join date : 2012-12-21
Location : Germany

Character sheet
Alignment: Rebels
Profession: Artifact Merchant
Age: 42

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The Artifact Registry Empty Tempest Runner's Blood-Shiv

Post by Tempest Runner Sat Mar 16, 2013 8:13 pm

Item name or description: Blood Shiv

Availability: Extermely rare, only available to those who underwent training in the Royal Guard Spec. Ops. units.

Functions: A small blade made from one piece of sheet metal, the blade thin enough to be used to pick or break locks. It is kept for use in emergencies stitched under a Spec. Ops. soldiers skin on their front non-favored leg, so is undetectable even if the owner searched

Purpose: The blood shiv is a throwback to Tempest's time in the military, a disturbing weapon that each unit dreads to ever need to use, having to use it to cut through their own skin from the inside out in order to use it, which would be in such situations as imprisonment, where it can be used to break locks. Totally undetectable unless the searches use metal detection.
Tempest was surgically implanted with the blade during his Spec. Ops. training, where he was taught how to use it effectively in throwing, lockpicking and knife fighting.

Description of what this item does in semi-mechanical terms:

The small blade is totally invisible beneath Tempest's skin, save for a small lump at the knife's pommel that can be seen jutting beneath the skin near the knee, resembling scar tissue. The lump is used for purchase when the owner is in a situation that they would need to push the knife out of their own skin to use it.

Description of the item's appearance:

A gunmetal knife, treated in black oxide so it lacks a shine, a few inches smaller that the owner's foreleg,The blade is only sharpened on one face so that it does not cut the owners tissue as they move. The blade is partially serrated on both sides for use in survival, with a blade that tapers into a slender point that can be used to pick most locks and break most others. There is a welder nodule on the pommel that can be see inside the skin of the owner, allowing them better grip when they wish to access the knife through their skin. The nodule resembles scar tissue unless studiously analysed. It is by all accounts a very ugly weapon in both appearance and practice.
Tempest Runner
Tempest Runner
Newbie
Newbie

Posts : 6
Join date : 2013-03-16

Character sheet
Alignment: Neutral, leaning towards rebel
Profession: Farmer, ex speacilaist soldier
Age: 27

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Post by Steel Strike Sat Mar 16, 2013 8:43 pm

Silvern Gleam wrote:Alright, the next bunch. This time it's about some of the stuff Sil has running in her shop. It's probably a bit more interesting than last time^^

I also wanted to add Sil's necklace, but while writing the entry I noticed that I have to think more about it first, there's a little problem with it that I didn't realize sooner. Will probably come with the next load (which hopefully will be smaller).

Magic Generator:

High Capacity Storage Crystal:

Front door of the Magic Eye:

Light Crystal:

Key:

Approved. Good Job Silvy.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Steel Strike Sat Mar 16, 2013 8:46 pm

Tempest Runner wrote:Item name or description: Blood Shiv

Availability: Extermely rare, only available to those who underwent training in the Royal Guard Spec. Ops. units.

Functions: A small blade made from one piece of sheet metal, the blade thin enough to be used to pick or break locks. It is kept for use in emergencies stitched under a Spec. Ops. soldiers skin on their front non-favored leg, so is undetectable even if the owner searched

Purpose: The blood shiv is a throwback to Tempest's time in the military, a disturbing weapon that each unit dreads to ever need to use, having to use it to cut through their own skin from the inside out in order to use it, which would be in such situations as imprisonment, where it can be used to break locks. Totally undetectable unless the searches use metal detection.
Tempest was surgically implanted with the blade during his Spec. Ops. training, where he was taught how to use it effectively in throwing, lockpicking and knife fighting.

Description of what this item does in semi-mechanical terms:

The small blade is totally invisible beneath Tempest's skin, save for a small lump at the knife's pommel that can be seen jutting beneath the skin near the knee, resembling scar tissue. The lump is used for purchase when the owner is in a situation that they would need to push the knife out of their own skin to use it.

Description of the item's appearance:

A gunmetal knife, treated in black oxide so it lacks a shine, a few inches smaller that the owner's foreleg,The blade is only sharpened on one face so that it does not cut the owners tissue as they move. The blade is partially serrated on both sides for use in survival, with a blade that tapers into a slender point that can be used to pick most locks and break most others. There is a welder nodule on the pommel that can be see inside the skin of the owner, allowing them better grip when they wish to access the knife through their skin. The nodule resembles scar tissue unless studiously analysed. It is by all accounts a very ugly weapon in both appearance and practice.

So it unlocks most locks? Kinda strange. And a tad OP. However considering what needs to be done to get to it...Yeah. May I ask if it was made from a single sheet of metal, that it be brittle and easily broken? I think that's another good trade off for a weapon with which you are so skilled in.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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The Artifact Registry Empty Re: The Artifact Registry

Post by Tempest Runner Sat Mar 16, 2013 9:28 pm

The shiv is a weapon that is not intended to be used in direct combat, but in stealth, escaping and survival. To be in a situation where you would need to use the blood shiv combat against a opponent aware of your presence would be a worst-case-scenario as, like you said, it would likely break and despite the amount of training recieved, a small knife in the hoofs of an injured pony is not going to be of much aid against an opponent of good training and better equipment.
On the note of the lock-picking being OP, bear in mind that picking lock, espeacially stronger ones, would take a great deal of time, more so for a pony that has lost use of one of their legs.
I hope that this has helped to clarify some information on the weapon.
~Tempest Runner
Tempest Runner
Tempest Runner
Newbie
Newbie

Posts : 6
Join date : 2013-03-16

Character sheet
Alignment: Neutral, leaning towards rebel
Profession: Farmer, ex speacilaist soldier
Age: 27

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The Artifact Registry Empty Re: The Artifact Registry

Post by Steel Strike Sat Mar 16, 2013 9:54 pm

Mk. Fair enough. Approved.
On a side note...depending on how long its been in there your going to go through hell and back to get it. Tendons and nerve endings would've clamped onto it by now. The Artifact Registry 707585815
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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The Artifact Registry Empty Re: The Artifact Registry

Post by Fiery Essence Sat Mar 16, 2013 11:35 pm

Item name or description: Magic Locks

Availability: One single set of four

Functions: Seals magic and lowers both the magical output and input of the wearer

Purpose: Either reduce or completely turn off a unicorn's ability to use their magic.

How did they com in contact with the item?: Given to her by a magical expert as a filly to save her life.

Description of what this item does in semi-mechanical terms: Disrupt the flow of magic into and out of the one wearing them. The more that are worn at once, the less magic that can be used.

Description of the item's appearance: Four dark red metal bands with various runes carved all the way around on the outside with an adjustable clasp to keep them on the wearer.
Fiery Essence
Fiery Essence
Me Gusta
Me Gusta

Posts : 135
Join date : 2013-01-15

Character sheet
Alignment: Rebels
Profession: Explosives Handler
Age: 24

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Post by Steel Strike Tue Mar 19, 2013 5:17 pm

Fiery Essence wrote:Item name or description: Magic Locks

Availability: One single set of four

Functions: Seals magic and lowers both the magical output and input of the wearer

Purpose: Either reduce or completely turn off a unicorn's ability to use their magic.

How did they com in contact with the item?: Given to her by a magical expert as a filly to save her life.

Description of what this item does in semi-mechanical terms: Disrupt the flow of magic into and out of the one wearing them. The more that are worn at once, the less magic that can be used.

Description of the item's appearance: Four dark red metal bands with various runes carved all the way around on the outside with an adjustable clasp to keep them on the wearer.

Accepted
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Silvern Gleam Mon Mar 25, 2013 4:35 am

And the next load! Only a small one this time, Sil's necklace and a simple communicator.

Magician's Eye:

3-State Magical Communicator:
Silvern Gleam
Silvern Gleam
Big Mac
Big Mac

Posts : 299
Join date : 2012-12-21
Location : Germany

Character sheet
Alignment: Rebels
Profession: Artifact Merchant
Age: 42

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Post by Steel Strike Thu Mar 28, 2013 2:33 pm

Silvern Gleam wrote:And the next load! Only a small one this time, Sil's necklace and a simple communicator.

Magician's Eye:

3-State Magical Communicator:

Accepted. Tbh when it said communicator I thought you meant speech The Artifact Registry 277638789
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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The Artifact Registry Empty Re: The Artifact Registry

Post by Stormcloud Fri Mar 29, 2013 5:16 pm

I think this should be up here.
Spoiler:

Stormcloud
Stormcloud
Sandvich
Sandvich

Posts : 67
Join date : 2013-03-28

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The Artifact Registry Empty Re: The Artifact Registry

Post by Steel Strike Fri Mar 29, 2013 5:21 pm

Stormcloud wrote:I think this should be up here.
Spoiler:


Approved I suppose. Any Griiffons catching you wearing that would probably arrest you xD
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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The Artifact Registry Empty Re: The Artifact Registry

Post by Kroll Sun Apr 07, 2013 4:31 pm

Better late than never put this up here, yeah?

Spoiler:


Spoiler:


Spoiler:


Last edited by Kroll on Thu Apr 25, 2013 2:30 am; edited 2 times in total
Kroll
Kroll
Braeburn
Braeburn

Posts : 686
Join date : 2012-10-29

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Alignment:
Profession: Captain of the Guard
Age:

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The Artifact Registry Empty Re: The Artifact Registry

Post by Steel Strike Sun Apr 07, 2013 11:53 pm

Kroll wrote:Better late than never put this up here, yeah?

Spoiler:


Spoiler:


Spoiler:

Approved.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

Posts : 797
Join date : 2012-10-21
Location : Trottingham

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Silvern Gleam Fri May 17, 2013 9:06 pm

And it's me again! The more I'm RPing with Sil, the more gimmicks for the shop come to my mind^^

Don't know if the enchanting room can be called an artifact, but it should go here anyway.

Proximity Sensor:

Enchanting Room:

Magical Heater:


Last edited by Silvern Gleam on Mon May 20, 2013 9:52 am; edited 1 time in total
Silvern Gleam
Silvern Gleam
Big Mac
Big Mac

Posts : 299
Join date : 2012-12-21
Location : Germany

Character sheet
Alignment: Rebels
Profession: Artifact Merchant
Age: 42

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The Artifact Registry Empty Re: The Artifact Registry

Post by Lance Sat May 18, 2013 6:48 am

Name: Conjuration Rings

Availability: one of a kind. Well, eight of a kind. family heirlooms passed down to Scintillance, but needed two (rather specific) (and modern) unicorns to enchant in the first place.

Functions: at first, Rings made to give Scintillance near-OP levels of conjuration (faster conjuration time, easier to maintain; better stability) but once his horn gets sawed off, becomes his only asset. No worries, he's planned to lose his horn soon after he enchants the rings.
NOTE: If Lance were to lose his rings... he's kinda screwed over.

Descripton: Eight gold-coated rings Scintillance wears, designed to boost his Conjuration abilities immensely. without a horn, his only remnants of magic remain within his cutiemark for conjuration, and the small stub he used to call his horn. The rings allow him to conjure, still at impressive levels, and his ability can still improve, but he's entirely reliant on them.


cut out for now


Last edited by Scintillance on Tue Sep 02, 2014 2:09 pm; edited 5 times in total
Lance
Lance
IRON WILL
IRON WILL

Posts : 853
Join date : 2012-10-21
Location : Zebrabwe

Character sheet
Alignment: Does not like Griffins
Profession: Conjurer/Poet/Assistant at tje Magic Eye store
Age: 25

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Post by Scrapper Sat May 18, 2013 7:02 am

Yeah! Your not the only one who can come up with partially pointless items Sil! Oh wait...

Item name or description: Orange Guidance Crystal

Availability: Impossible to Manufacture, Unique (One of 3 different coloured crystals)

Functions: The crystal stores a high amount of heat, which increases when friction is applied to things such as walls. That heat burns into whatever it’s being pressed against and leaves marks (Think of it as a very hot pencil). As it cuts, it leaves behind glowing dust that was lost because of it scratching a surface. The dust radiates from the cuts it made, and because it glows the same colour as the crystal, it makes whatever was made highly visible. The dust remains prominent for a total of 2 days before beginning to wear off. Once it begins to wear off, the glow disappears in a matter of hours. (Contrary to popular belief, this cannot be used to cut things down. The main reason being, the heat will continue to rise from the friction until the object is too hot to hold. Meaning it can only be used to write signs on surfaces.)

Functions Edited:

Purpose: Used to write messages and signs on various structures that radiate a small glow that is the same as the crystal. (Cannot be used as a weapon, it’ll basically be a rubbish blunt knife)

Purpose Edited:


How Scrappy found the sodding thing: He discovered it whilst he was scavenging in some ruins; he noticed glowing marks and followed them until they led to the crystal. And what looked like recently killed explorer pegasi .

Description of what this item does in semi-mechanical terms: Nuffin! It needs input from another source to create friction to be able to do anything. The crystal also doesn’t do anything on living things, other than it being a bit hot. Because living organisms flesh cannot create the same kind of friction it needs to work properly.

Description/Semi-mechanical Edited:

Description of the item's appearance: An Orange Crystal, The bottom end (Where the point is) is bright orange due to the fact that’s where most of the cutting and heat goes. The top is dark orange because it’s the coolest part until it eventually heats up from friction. Some fabric is wrapped at the the top to help against getting burned, or so you can actually hold it without having to drop it after about 2 minutes.


Last edited by Scrapper T. Ferrous on Sun Jun 09, 2013 8:34 am; edited 1 time in total
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Post by Steel Strike Sat May 18, 2013 9:18 am

Silvern Gleam wrote:And it's me again! The more I'm RPing with Sil, the more gimmicks for the shop come to my mind^^

Don't know if the enchanting room can be called an artifact, but it should go here anyway.

Proximity Sensor:

Enchanting Room:

Magical Heater:

Everything is accepted.


Last edited by Steel Strike on Sat May 18, 2013 2:41 pm; edited 1 time in total
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Post by Steel Strike Sat May 18, 2013 9:19 am

Scrapper T. Ferrous wrote:Yeah! Your not the only one who can come up with partially pointless items Sil! Oh wait...

Item name or description: Orange Guidance Crystal

Availability: Impossible to Manufacture, Unique (One of 3 different coloured crystals)

Functions: The crystal stores a high amount of heat, which increases when friction is applied to things such as walls. That heat burns into whatever it’s being pressed against and leaves marks (Think of it as a very hot pencil). As it cuts, it leaves behind glowing dust that was lost because of it scratching a surface. The dust radiates from the cuts it made, and because it glows the same colour as the crystal, it makes whatever was made highly visible. The dust remains prominent for a total of 2 days before beginning to wear off. Once it begins to wear off, the glow disappears in a matter of hours. (Contrary to popular belief, this cannot be used to cut things down. The main reason being, the heat will continue to rise from the friction until the object is too hot to hold. Meaning it can only be used to write signs on surfaces.)

Purpose: Used to write messages and signs on various structures that radiate a small glow that is the same as the crystal. (Cannot be used as a weapon, it’ll basically be a rubbish blunt knife)

How Scrappy found the sodding thing: He discovered it whilst he was scavenging in some ruins; he noticed glowing marks and followed them until they led to the crystal. And what looked like recently killed explorer pegasi .

Description of what this item does in semi-mechanical terms: Nuffin! It needs input from another source to create friction to be able to do anything. The crystal also doesn’t do anything on living things, other than it being a bit hot. Because living organisms flesh cannot create the same kind of friction it needs to work properly.

Description of the item's appearance: An Orange Crystal, The bottom end (Where the point is) is bright orange due to the fact that’s where most of the cutting and heat goes. The top is dark orange because it’s the coolest part until it eventually heats up from friction. Some fabric is wrapped at the the top to help against getting burned, or so you can actually hold it without having to drop it after about 2 minutes.

Accepted.

And Sil has come up with the most pointless useful items yet! XD

(Also, Scint, Id like to discuss your item(s) with staff as well. )
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Post by Steel Strike Sat May 18, 2013 2:40 pm

Scintillance wrote:Name: Conjuration Rings

Availability: one of a kind. Well, eight of a kind. family heirlooms passed down to Scintillance, but needed two (rather specific) (and modern) unicorns to enchant in the first place.

Functions: at first, Rings made to give Scintillance near-OP levels of conjuration (faster conjuration time, easier to maintain; better stability) but once his horn gets sawed off, becomes his only asset. No worries, he's planned to lose his horn soon after he enchants the rings.
NOTE: If Lance were to lose his rings... he's kinda screwed over.

Descripton: Eight gold-coated rings Scintillance wears, designed to boost his Conjuration abilities immensely. without a horn, his only remnants of magic remain within his cutiemark for conjuration, and the small stub he used to call his horn. The rings allow him to conjure, still at impressive levels, and his ability can still improve, but he's entirely reliant on them.

Accepted with the provided stipulations. (AKA what dub laid out in Skype and I sent to you.
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Post by Paradox Mon May 20, 2013 12:12 am

Item name or description: Magi's Lens

Availability: rare

Functions: Combination telescope and microscope

Purpose: Common, enhanced long distance vision and close up magnification

Constructed and enchanted by Quantum Flash.

Description of what this item does in semi-mechanical terms:
The series of lenses is enchanted to automatically zoom and adjust to the item focused on by switching lenses. Also, the enchantment removes glare and reflections in bright light.

Description of the item's appearance:
When inactive, the lenses are kept in a soft case. Active, they simply are suspended in the air in front of the user. They appear to be standard glass lenses.

Edited.


Last edited by Quantum Flash on Mon May 20, 2013 9:02 pm; edited 2 times in total (Reason for editing : Remove OP elements.)

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Post by Steel Strike Mon May 20, 2013 12:44 pm

Quantum Flash wrote:Item name or description: Magi's Lens

Availability: rare

Functions: Combination telescope and microscope, night vision

Purpose: Common, enhanced long distance vision and close up magnification

Constructed and enchanted by Quantum Flash.

Description of what this item does in semi-mechanical terms:
The series of lenses is enchanted to automatically zoom and adjust to the item focused on by switching lenses or through enchantments such as the night vision enchantment, increasing something's visibility in the dark greatly but only to the current user. Also, the enchantment removes glare and reflections in bright light.

Description of the item's appearance:
When inactive, the lenses are kept in a soft case. Active, they simply are suspended in the air in front of the user. They appear to be standard glass lenses.

Get rid of the night vision and we'll be good.
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Post by Silvern Gleam Mon May 20, 2013 4:14 pm

And again! This time it's only one item that I currently need in RP.

Paralyzing Trap:
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Post by Steel Strike Mon May 20, 2013 4:24 pm

Silvern Gleam wrote:And again! This time it's only one item that I currently need in RP.

Paralyzing Trap:

As long as its used sparingly its fine with me
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Post by Syron Mon May 20, 2013 4:25 pm

That depends on how often ponies try to enter the shop xD
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Post by Paradox Mon May 20, 2013 9:31 pm

Item name: Starbreaker

Availability: unique

Functions/purpose: light absorption

Quantum was given this item by his grandfather after discovering his cutie mark.

Description of what this item does in semi-mechanical terms:
The gemstone absorbs all light that falls on it leaving no reflections, hardly appears to have a surface boundary. It is unknown whether the light is stored or somehow radiated out as any other enchantments have not been detected.

Description of the item's appearance:
A silver necklace whose pendant is a perfectly black gemstone around the size of a large marble.

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Post by Steel Strike Mon May 20, 2013 10:32 pm

Quantum Flash wrote:Item name: Starbreaker

Availability: unique

Functions/purpose: light absorption

Quantum was given this item by his grandfather after discovering his cutie mark.

Description of what this item does in semi-mechanical terms:
The gemstone absorbs all light that falls on it leaving no reflections, hardly appears to have a surface boundary. It is unknown whether the light is stored or somehow radiated out as any other enchantments have not been detected.

Description of the item's appearance:
A silver necklace whose pendant is a perfectly black gemstone around the size of a large marble.

As long as your not blackening entire rooms with it or the opposite, this is fine.
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Post by Paradox Mon May 20, 2013 11:07 pm

No. Literally just the gem itself is black. No area of effect.

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Post by Wiste Tue May 28, 2013 12:43 am

Item name or description: Moon Dust (Controlled Substance)

Availability: Only available through Joker (subject to change in the future)

Functions: A mild pain-killer akin to Tylenol

Purpose: The relief of headaches, muscle pains, light wounds and burns

Description of what this item does in semi-mechanical terms:
Prior to the war, Moon Dust was an over-the-counter drug designed for relieving mild pains. However, the risk of addiction was too great, and while the chance of overdose was slim, the much bigger threat was temporary loss of all pain and general numbness of the body, resulting in a few cases of ponies not noticing a potential life-threatening gash simply because they did not feel it.

It was then removed from OTC status, but remained a prescriptive medication. However, after the war, the Griffons put a great strain on the selling of any and all painkillers, in case rebels and criminals should get ahold of it.

Description of the item's appearance:
A light yellow powder, a single dose is enough to get a pleasant tingle in your body, while five doses can temporarily numb your nose (unless rubbed into an open wound, in which it can dull the pain, but not numb it). It comes in a small pouch of ten doses, each for 30 bits.
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Post by Silvern Gleam Tue Jun 04, 2013 8:31 am

And another pointless useful item! Once again one to be directly used in RP.

Time Crystal:
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Post by Steel Strike Tue Jun 04, 2013 3:07 pm

Silvern Gleam wrote:And another pointless useful item! Once again one to be directly used in RP.

Time Crystal:

Accepted The Artifact Registry 2752390508
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Post by Kestrel Tue Jun 04, 2013 5:40 pm

Have been working on this on and off for the past few days, hope nothing is amiss. If you've any questions feel free to ask via whatever method is convenient for you. I'm on Skype and the site here whenever I can be.

First up: Kestrel's Mask of Attunement
Spoiler:

Last up in this post is the weapon I never did finish working on before my extended absence, hope is up to snuff. I call it the Claw of the Collector. As a note, its effect only works if touching unarmed flesh/skin. If touching armored plate for example, its effects cannot take hold.

Spoiler:


Last edited by Kestrel on Wed Jun 05, 2013 1:35 pm; edited 1 time in total (Reason for editing : Updated: Changed origin/back stories on BOTH items.)
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Post by Steel Strike Thu Jun 06, 2013 9:59 am

Kestrel wrote:Have been working on this on and off for the past few days, hope nothing is amiss. If you've any questions feel free to ask via whatever method is convenient for you. I'm on Skype and the site here whenever I can be.

First up: Kestrel's Mask of Attunement
Spoiler:

Last up in this post is the weapon I never did finish working on before my extended absence, hope is up to snuff. I call it the Claw of the Collector. As a note, its effect only works if touching unarmed flesh/skin. If touching armored plate for example, its effects cannot take hold.

Spoiler:

Thanks for changing that. Approved.
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Post by Scrapper Sun Jun 09, 2013 8:36 am

Need a teeny tiny re-approval of my Item, idea came up from Shadowstrike and I'm glad he took the time to re-write it! Because I have no clue about magical thingy ma-jigs

https://mlpgriffonkingdomsrp.rpg-board.net/t490p15-the-artifact-registry#9089
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Post by Steel Strike Wed Jun 12, 2013 1:06 pm

Scrapper T. Ferrous wrote:Need a teeny tiny re-approval of my Item, idea came up from Shadowstrike and I'm glad he took the time to re-write it! Because I have no clue about magical thingy ma-jigs

https://mlpgriffonkingdomsrp.rpg-board.net/t490p15-the-artifact-registry#9089

Fine.
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Post by Tisis Antony Thu Jun 20, 2013 9:54 am

Item name or description: The Heavening Boots

Availability: Enchanted normal boots. Enchantment is odd, but not difficult to remake if someone knew what they were doing. Unlikely that many people use the enchantment spell due to its niche usage, so there are likely only about twenty or so pairs of these boots floating around in old antiques stores and in abandoned work-closets.

Functions: The wearer of the boots becomes immediately much heavier. The weight is centered in the boots themselves, meaning that it is very difficult to walk. It is much easier to shuffle forwards on them. They were originally used to help navigate the sewers in areas where workers needed to wade in fast-moving sewage without getting swept away.

Purpose: The boots are to be used to solve a puzzle that Scint comes in contact with on his adventure. He may discard them if he doesn't realize their properties, and then will need to solve it another way.

If it's a unique or one of a kind item how did you come into contact with the item?


He discovers a pair in an old storage chest in an uncompleted area of the sewers. The pair of boots is falling apart, but good enough for him to use to move forward through the area.

Description of what this item does in semi-mechanical terms:


The boots themselves are rather mundane, leather boots with steel inlays inside to prevent stubbing ones toes. They are already quite heavy without an enchantment, and are shabby in their current form due to age and weathering.

The enchantment only activates when the boots are placed directly on hooves. Otherwise, the boots are just of average weight and density. When the boots are placed on hooves, they suddenly become incredibly heavy, holding the pony down to wherever they are standing. They are very difficult to walk in normally- for the most part, one must shuffle forwards in them, and walk with a very deliberate fashion.

The enchantment will not work unless they are worn literally on the hooves of a -pony- with its natural bodily magic. The enchantment is weak, and draws on the ponies ambient energies for magic. A magically exhausted unicorn may be able to wear the boots as if they weren't enchanted, but the unicorn would be drained furthermore of its magic. If the boots are destroyed- as in, unraveled, dismantled, or broken, the enchantment will be totally broken, on all parts of the boots- the boots as a whole are required intact for the enchantment to work. Putting the boots together again after the fact of breaking it would permanently break the enchantment unless a unicorn enchanter made the same enchantment again. 

Description of the item's appearance:

The boots look like shabby, but strongly made leather workboots. The only indicator that they are enchanted is a small label on the bottom indicating as such, that reads "Magical Inlay by Unicorn Artisans and CO(tm)".

They look slightly odd on a ponies feet, since ponies don't normally wear boots, but they do the job.
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Post by Steel Strike Thu Jun 20, 2013 11:38 am

Tisis Antony wrote:Item name or description: The Heavening Boots

Availability: Enchanted normal boots. Enchantment is odd, but not difficult to remake if someone knew what they were doing. Unlikely that many people use the enchantment spell due to its niche usage, so there are likely only about twenty or so pairs of these boots floating around in old antiques stores and in abandoned work-closets.

Functions: The wearer of the boots becomes immediately much heavier. The weight is centered in the boots themselves, meaning that it is very difficult to walk. It is much easier to shuffle forwards on them. They were originally used to help navigate the sewers in areas where workers needed to wade in fast-moving sewage without getting swept away.

Purpose: The boots are to be used to solve a puzzle that Scint comes in contact with on his adventure. He may discard them if he doesn't realize their properties, and then will need to solve it another way.

If it's a unique or one of a kind item how did you come into contact with the item?


He discovers a pair in an old storage chest in an uncompleted area of the sewers. The pair of boots is falling apart, but good enough for him to use to move forward through the area.

Description of what this item does in semi-mechanical terms:


The boots themselves are rather mundane, leather boots with steel inlays inside to prevent stubbing ones toes. They are already quite heavy without an enchantment, and are shabby in their current form due to age and weathering.

The enchantment only activates when the boots are placed directly on hooves. Otherwise, the boots are just of average weight and density. When the boots are placed on hooves, they suddenly become incredibly heavy, holding the pony down to wherever they are standing. They are very difficult to walk in normally- for the most part, one must shuffle forwards in them, and walk with a very deliberate fashion.

The enchantment will not work unless they are worn literally on the hooves of a -pony- with its natural bodily magic. The enchantment is weak, and draws on the ponies ambient energies for magic. A magically exhausted unicorn may be able to wear the boots as if they weren't enchanted, but the unicorn would be drained furthermore of its magic. If the boots are destroyed- as in, unraveled, dismantled, or broken, the enchantment will be totally broken, on all parts of the boots- the boots as a whole are required intact for the enchantment to work. Putting the boots together again after the fact of breaking it would permanently break the enchantment unless a unicorn enchanter made the same enchantment again. 

Description of the item's appearance:

The boots look like shabby, but strongly made leather workboots. The only indicator that they are enchanted is a small label on the bottom indicating as such, that reads "Magical Inlay by Unicorn Artisans and CO(tm)".

They look slightly odd on a ponies feet, since ponies don't normally wear boots, but they do the job.
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Post by Steel Strike Thu Jun 20, 2013 11:38 am

Tisis Antony wrote:Item name or description: The Heavening Boots

Availability: Enchanted normal boots. Enchantment is odd, but not difficult to remake if someone knew what they were doing. Unlikely that many people use the enchantment spell due to its niche usage, so there are likely only about twenty or so pairs of these boots floating around in old antiques stores and in abandoned work-closets.

Functions: The wearer of the boots becomes immediately much heavier. The weight is centered in the boots themselves, meaning that it is very difficult to walk. It is much easier to shuffle forwards on them. They were originally used to help navigate the sewers in areas where workers needed to wade in fast-moving sewage without getting swept away.

Purpose: The boots are to be used to solve a puzzle that Scint comes in contact with on his adventure. He may discard them if he doesn't realize their properties, and then will need to solve it another way.

If it's a unique or one of a kind item how did you come into contact with the item?


He discovers a pair in an old stAcceptedorage chest in an uncompleted area of the sewers. The pair of boots is falling apart, but good enough for him to use to move forward through the area.

Description of what this item does in semi-mechanical terms:


The boots themselves are rather mundane, leather boots with steel inlays inside to prevent stubbing ones toes. They are already quite heavy without an enchantment, and are shabby in their current form due to age and weathering.

The enchantment only activates when the boots are placed directly on hooves. Otherwise, the boots are just of average weight and density. When the boots are placed on hooves, they suddenly become incredibly heavy, holding the pony down to wherever they are standing. They are very difficult to walk in normally- for the most part, one must shuffle forwards in them, and walk with a very deliberate fashion.

The enchantment will not work unless they are worn literally on the hooves of a -pony- with its natural bodily magic. The enchantment is weak, and draws on the ponies ambient energies for magic. A magically exhausted unicorn may be able to wear the boots as if they weren't enchanted, but the unicorn would be drained furthermore of its magic. If the boots are destroyed- as in, unraveled, dismantled, or broken, the enchantment will be totally broken, on all parts of the boots- the boots as a whole are required intact for the enchantment to work. Putting the boots together again after the fact of breaking it would permanently break the enchantment unless a unicorn enchanter made the same enchantment again. 

Description of the item's appearance:

The boots look like shabby, but strongly made leather workboots. The only indicator that they are enchanted is a small label on the bottom indicating as such, that reads "Magical Inlay by Unicorn Artisans and CO(tm)".

They look slightly odd on a ponies feet, since ponies don't normally wear boots, but they do the job.
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Post by Steel Strike Thu Jun 20, 2013 11:39 am

accepted
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