The Artifact Registry

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The Artifact Registry

Post by Tisis Antony on 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:


Four Standards: For reviewing items that are registered. Outstanding issues may necessitate a veto on the part of the reviewing staff member

  • Will this item be clearly used for powerplaying, or to give special and unwarranted advantage to a player? (OPness)

  • Does this item fit canon for our setting?

  • Does this item make sense for the player to possess it?

  • Would this player, or players who could acquire the item abuse it?


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.
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Re: The Artifact Registry

Post by Aqua Blade on 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.
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Re: The Artifact Registry

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

Spoiler:

Aqua Blade wrote: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.

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.
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Re: The Artifact Registry

Post by Sassaflash on 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.
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Re: The Artifact Registry

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

Spoiler:

Megabyte Stream wrote: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.

Approved. So long as you stick to those availability tags. Griffbutt repellents could take over xD
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Re: The Artifact Registry

Post by Syron on 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:
Imagine the embossing wasn't there.


Last edited by Shadowstrike on Wed Mar 06, 2013 11:45 am; edited 1 time in total
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Re: The Artifact Registry

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

Spoiler:

Shadowstrike wrote: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:
Imagine the embossing wasn't there.

Approved
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Re: The Artifact Registry

Post by Silvern Gleam on 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:

Item name or description: Invisibility Artifact

Availability: Unique

Functions: Channel energy through the artifact at a target and it becomes invisible.

Purpose: Make somepony invisible for some time.

How Sil got it
She bought it, back when Equestria still belonged to ponies. It was one of the artifacts she had taken with her when she fled.

What does it do exactly
- The target becomes invisible, but nothing else. Accessories, clothes and so on stay visible. If the wearer of the artifact targets him-/herself, the artifact stays visible as well.
- Physical contact causes the spell to locally waver. The more force is applied, the better visible is the target.
- It requires a relatively high amount of power, so few unicorns will be able to hold it up more than a few seconds.

How does it look
Spoiler:

Heal very light wounds:

Item name or description: Heal very light wounds

Availability: Uncommon

Functions: Channel energy through the artifact at a target to heal light wounds.

Purpose: Heal small everyday injuries

How Sil got it
Got it from one of her more adventurous customers (one of the more regular providers). How it came into his possession, Sil never asked.

What does it do exactly
- Bleedings are stopped and skin is healed, but with deeper wounds and especially internal injuries the spell might do more damage than healing because it tries to fill the injury with skin.
- Very energy efficient.

How does it look
A silver horn ring with a red, opaque stone embedded.

Fix broken bones:

Item name or description: Fix broken bones

Availability: Rare

Functions: Channel (a lot of) energy through the artifact at a broken bone to first set it, and then create a magical cast around it.

Purpose: Set a bone and stabilize it.

How Sil got it
Snatched from a griffon who thought it was simple jewelry. Stupid bird brains.

What does it do exactly
- First all pieces of the bone are telekinetically placed at the right spot, which can cause damage, especially when there are many splinters.
- When the caster continues to channel energy through the artifact, an enchantment is created around the bone that works like a cast, keeping everything in place. Creating this cast requires a large amount of energy, at least when it's supposed to hold some time.

A bronze brooch a thin silver lining on its surface, running around a moonstone in the center.

Heal large wounds:

Item name or description: Heal large wounds

Availability: Rare

Functions: Place artifact over injury and channel energy into it.

Purpose: Heal large injuries.

How Sil got it
Bought from a unicorn once passing through town. He had lost his horn and had no use for it anymore (though he continued healing earth pony style).

What does it do exactly
- The spell is effective, but far from efficient: The part of the body the artifact is placed on is brought to perfect health by renewing each and every cell, even if they're not even damaged, which requires a lot of energy.

How does it look
A simple - though polished - flat, white rock, about hoof size and with a pictograph on one of the two sides, a horn pointing over a heart.

Simple Lock:

Item name or description: Simple Lock

Availability: Common (created on request)

Functions: Two parted artifact. Place one part on the door, the other on the frame. Lock and unlock at mental command.

Purpose: Lock a door.

How Sil got it
Produced by herself.

What does it do exactly
- Upon activation the two parts create a magical link between them, that holds them in place.
- When their energy storage runs out, the link breaks.
- How long the lock holds depends on quality, up to a few days, but normally not more than one day.
- Identification as owner possible by different means. In the most expensive case the caster is identified by his magical aura.

(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
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Re: The Artifact Registry

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

Spoiler:

Silvern Gleam wrote: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:

Item name or description: Invisibility Artifact

Availability: Unique

Functions: Channel energy through the artifact at a target and it becomes invisible.

Purpose: Make somepony invisible for some time.

How Sil got it
She bought it, back when Equestria still belonged to ponies. It was one of the artifacts she had taken with her when she fled.

What does it do exactly
- The target becomes invisible, but nothing else. Accessories, clothes and so on stay visible. If the wearer of the artifact targets him-/herself, the artifact stays visible as well.
- Physical contact causes the spell to locally waver. The more force is applied, the better visible is the target.
- It requires a relatively high amount of power, so few unicorns won't be able to hold it up more than a few seconds.

How does it look
Spoiler:

[spoiler=Heal very light wounds]
Item name or description: Heal very light wounds

Availability: Uncommon

Functions: Channel energy through the artifact at a target to heal light wounds.

Purpose: Heal small everyday injuries

How Sil got it
Got it from one of her more adventurous customers (one of the more regular providers). How it came into his possession, Sil never asked.

What does it do exactly
- Bleedings are stopped and skin is healed, but with deeper wounds and especially internal injuries the spell might do more damage than healing because it tries to fill the injury with skin.
- Very energy efficient.

How does it look
A silver horn ring with a red, opaque stone embedded.

Fix broken bones:

Item name or description: Fix broken bones

Availability: Rare

Functions: Channel (a lot of) energy through the artifact at a broken bone to first set it, and then create a magical cast around it.

Purpose: Set a bone and stabilize it.

How Sil got it
Snatched from a griffon who thought it was simple jewelry. Stupid bird brains.

What does it do exactly
- First all pieces of the bone are telekinetically placed at the right spot, which can cause damage, especially when there are many splinters.
- When the caster continues to channel energy through the artifact, an enchantment is created around the bone that works like a cast, keeping everything in place. Creating this cast requires a large amount of energy, at least when it's supposed to hold some time.

A bronze brooch a thin silver lining on its surface, running around a moonstone in the center.

Heal large wounds:

Item name or description: Heal large wounds

Availability: Rare

Functions: Place artifact over injury and channel energy into it.

Purpose: Heal large injuries.

How Sil got it
Bought from a unicorn once passing through town. He had lost his horn and had no use for it anymore (though he continued healing earth pony style).

What does it do exactly
- The spell is effective, but far from efficient: The part of the body the artifact is placed on is brought to perfect health by renewing each and every cell, even if they're not even damaged, which requires a lot of energy.

How does it look
A simple - though polished - flat, white rock, about hoof size and with a pictograph on one of the two sides, a horn pointing over a heart.

Simple Lock:0bd8:

Item name or description: Simple Lock

Availability: Common (created on request)

Functions: Two parted artifact. Place one part on the door, the other on the frame. Lock and unlock at mental command.

Purpose: Lock a door.

How Sil got it
Produced by herself.

What does it do exactly
- Upon activation the two parts create a magical link between them, that holds them in place.
- When their energy storage runs out, the link breaks.
- How long the lock holds depends on quality, up to a few days, but normally not more than one day.
- Identification as owner possible by different means. In the most expensive case the caster is identified by his magical aura.

(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. ^^
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Re: The Artifact Registry

Post by Rusty Bolt on 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:
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Re: The Artifact Registry

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

Spoiler:

Rusty Bolt wrote: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:

Approved. That's fine. Make sure you don't use it too much or try to powergame with it.
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Re: The Artifact Registry

Post by Silvern Gleam on 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:

Item name or description: Magic Generator

Availability: Unique

Functions: Collects power from the environment and distributes it to several artifacts.

Purpose: Powering the artifacts keeping The Magic Eye secure and comfortable.

How Sil got it:
She had the first version in Canterlot, and was only days away from presenting her creation to the world when the griffons attacked. She saved the components she couldn't recreate without experienced assistant, and was eventually able to get it running again.

What does it do exactly:
- The core component is the Collector, a crystal that draws magical energy from the environment and pushes it into an energy buffer.
- From there, the energy is distributed to all artifacts connected to it.
- This happens wireless, but the greater the distance to the artifact, the more energy is lost along the way. It becomes impractical not far outside the shop.
- When the buffer is full, the additional energy is instead moved to a bunch of high capacity storage crystals. They aren't as efficient and some energy is lost in the process.
- Should the complete storage be full and there's still more incoming, the generator will overcharge. I have different ideas what could happen then, but one thing is certain: It involves a lot of destruction.
- The Collector can't be disconnected without destroying an important enchantment.
- As of now, Sil is the only one who can turn it off properly, she didn't care to make it possible for others.
- When the buffer runs empty, the generator enters an energy saving mode and cuts the supply to all artifacts not configured as essential (everything except the shop security will be without power)
- If the collector still doesn't deliver enough, energy from the storage crystals is used.
- The generator can also work as self destruct for the shop. (I simply had to get a self destruct in. When griffons find the shop, they'll go down with it!)
- Anything else? Currently I can't think of anything. If you have questions, ask away^^


How does it look:
Like a strange, glowing, magical contraption that takes up a whole room of course!
A small room, though. It's not like Sil has much space to spare, despite the size of her tunnel. I'll probably do a description in RP soon, I'll update this afterwards.

High Capacity Storage Crystal:

Item name or description: High Capacity Storage Crystal

Availability: Common

Functions: Can be charged with magical energy and can give it out again.

Purpose: Store energy for later use.

How Sil got it: Self produced

What does it do exactly:
- It can store a relatively high amount of energy, but some is lost to make sure the rest doesn't sicker out over time.
- It's mainly good to power artifacts with it. Constructing new spells with the energy is so difficult that even Sil hardly can use it, most of the energy is lost in the process. (OOC reason: Sil could cast big spells otherwise)

How does it look:
Well, it's a crystal. There are different kinds of crystal that can be used, and the size determines the capacity. Sil's biggest is about half a meter in length, able to power the security of the shop in standby for about two days. A fourth of its size is more usual.

Front door of the Magic Eye:

Item name or description: Front door of the Magic Eye

Availability: Unique

Functions: Well... it's a door. It opens and closes. And can trigger a trap when forced open.

Purpose: Keep unwanted visitors out and look like there's nothing interesting to find.

How Sil got it: It was already there when Sil moved in. She only added a few enchantments. Though the fusing spell was a little complicated to do.

What does it do exactly:
- Or better, what it doesn't do: Open to strangers.
- When closed, the door practically becomes one with its frame, both are fused together. None of that is visible, though. It simply doesn't open.
- If somebody breaks the door open anyway (which isn't easy), one trap goes off immediately, all others are readied. The generator will go on energy saving mode to make sure there's enough for the defenses.
- The trap that is directly triggered is basically a strong tug on the already broken ceiling in front of the shop. It has never been tested, but it's supposed to cause some more rubble to fall down and bury the door (and whoever has forced open).
- It opens when a valid key is activated nearby or for when Sil wants it to open.

How does it look:
And old, rusty metal door, that looks like it's impossible to open. Crooked and dented, nopony would be surprised that it doesn't move an inch. Though it can actually open without a sound.

Light Crystal:

Item name or description: Light Crystal

Availability: Common

Functions: Creates Light

Purpose: Give those seeing ponies what they need.

How Sil got it: Self produced

What does it do exactly:
While supplied with energy, it creates light. Quite simple, really.

How does it look:
Usually a white crystal, though if other colors are desired, that shouldn't be a problem.

Key:

Item name or description: Key

Availability: Common

Functions: Sends out an identification signal when triggered.

Purpose: Trigger whatever reacts to this key

How Sil got it: Self produced

What does it do exactly:
- Every key has an unique signature that is used to identify the owner.
- The key can be triggered to send out a signal, to which all enchantments that recognize the key will react. Range very limited.

How does it look:
Usually small stones, nothing special. As long as it can hold a basic enchantment.
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Tempest Runner's Blood-Shiv

Post by Tempest Runner on 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.
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Re: The Artifact Registry

Post by Steel Strike on 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:

Item name or description: Magic Generator

Availability: Unique

Functions: Collects power from the environment and distributes it to several artifacts.

Purpose: Powering the artifacts keeping The Magic Eye secure and comfortable.

How Sil got it:
She had the first version in Canterlot, and was only days away from presenting her creation to the world when the griffons attacked. She saved the components she couldn't recreate without experienced assistant, and was eventually able to get it running again.

What does it do exactly:
- The core component is the Collector, a crystal that draws magical energy from the environment and pushes it into an energy buffer.
- From there, the energy is distributed to all artifacts connected to it.
- This happens wireless, but the greater the distance to the artifact, the more energy is lost along the way. It becomes impractical not far outside the shop.
- When the buffer is full, the additional energy is instead moved to a bunch of high capacity storage crystals. They aren't as efficient and some energy is lost in the process.
- Should the complete storage be full and there's still more incoming, the generator will overcharge. I have different ideas what could happen then, but one thing is certain: It involves a lot of destruction.
- The Collector can't be disconnected without destroying an important enchantment.
- As of now, Sil is the only one who can turn it off properly, she didn't care to make it possible for others.
- When the buffer runs empty, the generator enters an energy saving mode and cuts the supply to all artifacts not configured as essential (everything except the shop security will be without power)
- If the collector still doesn't deliver enough, energy from the storage crystals is used.
- The generator can also work as self destruct for the shop. (I simply had to get a self destruct in. When griffons find the shop, they'll go down with it!)
- Anything else? Currently I can't think of anything. If you have questions, ask away^^


How does it look:
Like a strange, glowing, magical contraption that takes up a whole room of course!
A small room, though. It's not like Sil has much space to spare, despite the size of her tunnel. I'll probably do a description in RP soon, I'll update this afterwards.

High Capacity Storage Crystal:

Item name or description: High Capacity Storage Crystal

Availability: Common

Functions: Can be charged with magical energy and can give it out again.

Purpose: Store energy for later use.

How Sil got it: Self produced

What does it do exactly:
- It can store a relatively high amount of energy, but some is lost to make sure the rest doesn't sicker out over time.
- It's mainly good to power artifacts with it. Constructing new spells with the energy is so difficult that even Sil hardly can use it, most of the energy is lost in the process. (OOC reason: Sil could cast big spells otherwise)

How does it look:
Well, it's a crystal. There are different kinds of crystal that can be used, and the size determines the capacity. Sil's biggest is about half a meter in length, able to power the security of the shop in standby for about two days. A fourth of its size is more usual.

Front door of the Magic Eye:

Item name or description: Front door of the Magic Eye

Availability: Unique

Functions: Well... it's a door. It opens and closes. And can trigger a trap when forced open.

Purpose: Keep unwanted visitors out and look like there's nothing interesting to find.

How Sil got it: It was already there when Sil moved in. She only added a few enchantments. Though the fusing spell was a little complicated to do.

What does it do exactly:
- Or better, what it doesn't do: Open to strangers.
- When closed, the door practically becomes one with its frame, both are fused together. None of that is visible, though. It simply doesn't open.
- If somebody breaks the door open anyway (which isn't easy), one trap goes off immediately, all others are readied. The generator will go on energy saving mode to make sure there's enough for the defenses.
- The trap that is directly triggered is basically a strong tug on the already broken ceiling in front of the shop. It has never been tested, but it's supposed to cause some more rubble to fall down and bury the door (and whoever has forced open).
- It opens when a valid key is activated nearby or for when Sil wants it to open.

How does it look:
And old, rusty metal door, that looks like it's impossible to open. Crooked and dented, nopony would be surprised that it doesn't move an inch. Though it can actually open without a sound.

Light Crystal:

Item name or description: Light Crystal

Availability: Common

Functions: Creates Light

Purpose: Give those seeing ponies what they need.

How Sil got it: Self produced

What does it do exactly:
While supplied with energy, it creates light. Quite simple, really.

How does it look:
Usually a white crystal, though if other colors are desired, that shouldn't be a problem.

Key:

Item name or description: Key

Availability: Common

Functions: Sends out an identification signal when triggered.

Purpose: Trigger whatever reacts to this key

How Sil got it: Self produced

What does it do exactly:
- Every key has an unique signature that is used to identify the owner.
- The key can be triggered to send out a signal, to which all enchantments that recognize the key will react. Range very limited.

How does it look:
Usually small stones, nothing special. As long as it can hold a basic enchantment.

Approved. Good Job Silvy.
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Re: The Artifact Registry

Post by Steel Strike on 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.
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Re: The Artifact Registry

Post by Tempest Runner on 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
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Re: The Artifact Registry

Post by Steel Strike on 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.
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Re: The Artifact Registry

Post by Fiery Essence on 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.
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Re: The Artifact Registry

Post by Steel Strike on 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
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Re: The Artifact Registry

Post by Silvern Gleam on 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:

Item name or description: Magician's Eye

Availability: Unique

Functions: It takes the power provided to it and spreads it into every direction, raising the energy levels of every object around. Hidden capability of power amplification.

Purpose: Increase Sil's sight range.

How Sil got it: It was the first artifact she ever sensed, triggering her magic sight. After it had appeared as her cutie mark, the owner gave it to her. More detailed story in CS.

What does it do exactly:
- It uses the provided power and simply evenly spreads it in every direction, increasing the energy levels of all objects around.
- To unicorns with sufficient magic perception and control (basically: Sillvern and nopony else), it provides a strong power amplification, allowing to achieve great effects with ridiculously little amounts of power. (OOC: I can't let anypony else use the artifact with as little power as Sil, they could keep it active forever.)

How does it look:


3-State Magical Communicator:

Item name or description: 3-State Magical Communicator

Availability: Uncommon (Silvern has a set in possession)

Functions: Two artifacts which, at all times, share one of three possible states. When one changes (can be done by every unicorn, as long as there's no further protection on it), so does the other.

Purpose: Very simple communication with one neutral state and two possible signals.

How Sil got it: Bought from the same guy who also sold her the artifact for healing small injuries. As usual she didn't ask where it came from.

What does it do exactly:
- The two artifacts share a link that makes sure that both artifacts are in the same state at all time.
- When one of the artifacts is set to another state, this change will be instantly transmitted to the other artifact which will adapt this change as well.
- Range... I don't want to make it truly infinite, but within city boundaries it shouldn't be a problem.
- When the artifacts move out of range, the link breaks and the artifacts are useless.

How does it look:
Dull stones in the colors white, red or green, depending on state.
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Re: The Artifact Registry

Post by Steel Strike on 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:

Item name or description: Magician's Eye

Availability: Unique

Functions: It takes the power provided to it and spreads it into every direction, raising the energy levels of every object around. Hidden capability of power amplification.

Purpose: Increase Sil's sight range.

How Sil got it: It was the first artifact she ever sensed, triggering her magic sight. After it had appeared as her cutie mark, the owner gave it to her. More detailed story in CS.

What does it do exactly:
- It uses the provided power and simply evenly spreads it in every direction, increasing the energy levels of all objects around.
- To unicorns with sufficient magic perception and control (basically: Sillvern and nopony else), it provides a strong power amplification, allowing to achieve great effects with ridiculously little amounts of power. (OOC: I can't let anypony else use the artifact with as little power as Sil, they could keep it active forever.)

How does it look:


3-State Magical Communicator:

Item name or description: 3-State Magical Communicator

Availability: Uncommon (Silvern has a set in possession)

Functions: Two artifacts which, at all times, share one of three possible states. When one changes (can be done by every unicorn, as long as there's no further protection on it), so does the other.

Purpose: Very simple communication with one neutral state and two possible signals.

How Sil got it: Bought from the same guy who also sold her the artifact for healing small injuries. As usual she didn't ask where it came from.

What does it do exactly:
- The two artifacts share a link that makes sure that both artifacts are in the same state at all time.
- When one of the artifacts is set to another state, this change will be instantly transmitted to the other artifact which will adapt this change as well.
- Range... I don't want to make it truly infinite, but within city boundaries it shouldn't be a problem.
- When the artifacts move out of range, the link breaks and the artifacts are useless.

How does it look:
Dull stones in the colors white, red or green, depending on state.

Accepted. Tbh when it said communicator I thought you meant speech
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Re: The Artifact Registry

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

I think this should be up here.
Spoiler:

Item name or description: Equestrian Enchanted Royal Guard’s Armor, Custom Fit, Pegasus edition

Availability: One-of-a-kind, but variants exist.

Functions: Increases detection via magic-sense. Increases aggression from Griffons.

Purpose: Makes Storm far more of a detectable character, now not only carrying a pair of weapons, but having armor that would be slightly more flashy (and recognizable) than most armors. Due to lingering enchantment, it also is more detectable via magic sense. Overall, it’s purpose is to make Storm more of a target than most characters.

If it's a unique or one of a kind item how did you come into contact with the item?: Commissioned for Storm for her service during the war, after the Battle for Manehatten. It was also presented for her service in the Royal Guard and her technical membership of it.

Description of what this item does in semi-mechanical terms: Possesses a decaying enchantment that provides very little of it’s purpose (to lighten the armor. Currently: lightens by about 2 ounces). Instead, this enchantment (or at least, what remains of it) is now more used as a detector for the wearer. The armor is designed to fit to Storm’s form, and, being a Pegasus-armor, is lighter (thereby less defensive) than ground-based armors, albeit at the benefit of allowing swift and controllable flight. Being royal-guard edition armor, it also possessed the benefit of looking like a Royal Guard’s armor, whilst also being better-crafted.

Description of the item's appearance: Light plates encompassing much of Storm’s torso and neck, alabaster in color with a gold trim. Her forelegs and torso around her wings are mostly free of armor. There is a neck guard that is smaller than most, and below the plating is cushioning.

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Re: The Artifact Registry

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

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

Item name or description: Equestrian Enchanted Royal Guard’s Armor, Custom Fit, Pegasus edition

Availability: One-of-a-kind, but variants exist.

Functions: Increases detection via magic-sense. Increases aggression from Griffons.

Purpose: Makes Storm far more of a detectable character, now not only carrying a pair of weapons, but having armor that would be slightly more flashy (and recognizable) than most armors. Due to lingering enchantment, it also is more detectable via magic sense. Overall, it’s purpose is to make Storm more of a target than most characters.

If it's a unique or one of a kind item how did you come into contact with the item?: Commissioned for Storm for her service during the war, after the Battle for Manehatten. It was also presented for her service in the Royal Guard and her technical membership of it.

Description of what this item does in semi-mechanical terms: Possesses a decaying enchantment that provides very little of it’s purpose (to lighten the armor. Currently: lightens by about 2 ounces). Instead, this enchantment (or at least, what remains of it) is now more used as a detector for the wearer. The armor is designed to fit to Storm’s form, and, being a Pegasus-armor, is lighter (thereby less defensive) than ground-based armors, albeit at the benefit of allowing swift and controllable flight. Being royal-guard edition armor, it also possessed the benefit of looking like a Royal Guard’s armor, whilst also being better-crafted.

Description of the item's appearance: Light plates encompassing much of Storm’s torso and neck, alabaster in color with a gold trim. Her forelegs and torso around her wings are mostly free of armor. There is a neck guard that is smaller than most, and below the plating is cushioning.


Approved I suppose. Any Griiffons catching you wearing that would probably arrest you xD
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Re: The Artifact Registry

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

Better late than never put this up here, yeah?

Spoiler:
-Name: Pangolin

-Availability: One of a Kind

-Purpose:Modular vest that provides excellent torso and neck protection against attacks from blades and bolts. Also has a few pouches to hold medical supplies, extra bolts, and other miscellaneous items. Licorice too.

-Acquisition: Kroll makes most of his own gear. His armor is no exception.

-Function: The Pangolin's protective abilities come from specially-made plates that can be inserted into the vest's slots. Each plate is made of clay mixed with powdered metal, granting it the ability to stop a variety of attacks. Over time, however, the plates can be broken, and will need to be replaced afterwards. Heavier metal plates may also be inserted.

-Appearance: Hard leather vest with multiple pouches and slots.


Spoiler:
-Name: Kaleidoscope

-Availability: Unique

-Purpose: For all the better to see you with.

-Acquisition: Homemade

-Function: Adjustable lenses allow faraway objects to be seen with greater clarity. Max distance is 50 meters

-Appearance: A beat-up phoropter with a headstrap.


Spoiler:
-Name: Crossbow.

-Availability: Unique

-Purpose: This semi-automatic, carbine-style crossbow serves as Kroll's go-to weapon for offensive and defensive skirmishes.

-Acquisition: Built by Kroll after his issued crossbow broke, and the armory refused to give him another one.

-Function: Charging lever draws back bowstring and makes the next bolt slide into place. Built-in side magazine has a holding capacity of seven bolts, and must manually reloaded, bolt by bolt. After the magazine is reloaded, the charging lever needs to be cranked seven times to wind up internal gears before firing again. Comes equipped with a bayonet lug and rail for an spyglass-like optic. Can be disassembled for maintenance purposes. It should be noted that the crossbow can be reloaded before the magazine is empty, but must be cranked in accordance to how many bolts were just put in.

-[Approximate] Appearance:


Last edited by Kroll on Thu Apr 25, 2013 2:30 am; edited 2 times in total
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Re: The Artifact Registry

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

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

Spoiler:
-Name: Pangolin

-Availability: One of a Kind

-Purpose:Modular vest that provides excellent torso and neck protection against attacks from blades and bolts. Also has a few pouches to hold medical supplies, extra bolts, and other miscellaneous items. Licorice too.

-Acquisition: Kroll makes most of his own gear. His armor is no exception.

-Function: The Pangolin's protective abilities come from specially-made plates that can be inserted into the vest's slots. Each plate is made of clay mixed with powdered metal, granting it the ability to stop a variety of attacks. Over time, however, the plates can be broken, and will need to be replaced afterwards.

-Appearance: Hard leather vest with multiple pouches and slots.


Spoiler:
-Name: Kaleidoscope

-Availability: Unique

-Purpose: For all the better to see you with.

-Acquisition: Homemade

-Function: Adjustable lenses allow faraway objects to be seen with greater clarity. Max distance is 50 meters

-Appearance: A beat-up phoropter with a headstrap.


Spoiler:
-Name: Predator

-Availability: Unique

-Purpose: This crossbow serves as Kroll's go-to weapon for offensive and defensive skirmishes.

-Acquisition: Built by Kroll after his issued crossbow broke, and the armory refused to give him another one.

-Function: Charging lever draws back bowstring and makes the next bolt slide into place. Built-in side magazine has a holding capacity of seven bolts, and must manually reloaded, bolt by bolt. The charging lever needs to be cranked before each shot. Comes equipped with a bayonet lug and rail for an spyglass-like optic. Can be disassembled for maintenance purposes

-[Approximate] Appearance:

Approved.
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Re: The Artifact Registry

Post by Silvern Gleam on 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:

Item name or description: Proximity Sensor

Availability: Common

Functions: Sends a signal if a strong magic signature is close.

Purpose: Detect living beings passing by.

How Sil got it: Self produced.

What does it do exactly:
- As long as a strong enough magical signature is nearby, it sends out a signal to some other artifact.
- Signal range limited, up to 100 meters.
- The sensor can be triggered by and kind of signature as long as it's strong enough, so spells might trigger it as well. It's not possible to tell what was detected.
- Stronger signatures are detected over a greater range than weak ones.
- Normally a living being is detected at a distance of about 10 meters.
- Small energy source required.

How does it look:
As inconspicuous as possible, but depending on how it is powered a crystalline carrier might be advisable for energy efficiency.

Enchanting Room:

Item name or description: The Magic Eye's Enchanting Room

Availability: Unique

Functions: The inside is partly magically isolated, magic hardly passes through the walls.

Purpose: Provide a possibly interference free environment for exact magical work.

How Sil got it: Self produced. Over a few weeks, whenever she had some magic to spare, she enchanted another small part of the walls.

What does it do exactly:
- It basically works like an isolation room for electromagnetism, only for magic. It's not a perfect isolation though.
- This room is blocking out what Sil uses to see, so she normally only sees what's in this room once she's inside. That's also practically the point of the whole thing.
- There's only one spot where magic can enter and that is used to get a signal from the shop's proximity sensors to notify Sil if anybody approaches her shop.

How does it look:
Nothing special. The walls are made of welded metal plates, the rest is concrete. And then there's a small crystal above the door, magically connected with the proximity sensors.

Magical Heater:

Item name or description: Magical Heater

Availability: Common

Functions: Turns magical energy into heat

Purpose: Heat a room

How Sil got it: Self produced

What does it do exactly:
Takes magical energy from any source and turns it into heat, easy enough. But we all know, heating takes some energy.

How does it look:
Different designs possible. Simple case: Some crystal that does nothing more than heating. In Sil's shop, it's a metal grillage in the ventilation shaft that also serves as emergency exit.


Last edited by Silvern Gleam on Mon May 20, 2013 9:52 am; edited 1 time in total
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Re: The Artifact Registry

Post by Lance on 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
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Re: The Artifact Registry

Post by Scrapper on 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:
If scratched over a surface strongly enough (with enough friction) it produces heat, and leaves behind lines of orange glowing dust. This dust practically is a magic conductor, a channel for magic to flow through. Usage of the crystal causes high amounts of heat.

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:
While it can be used to write short messages (SHORT messages, the heat grows quickly) and place easily visible markings, it's actual purpose is to assist in casting complicated spells.


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:
- With enough pressure and a rough surface particles of the crystall are scraped off and left behind as orange glowing dust.
- In the process a lot of heat is produced, making it quickly painful to hold when using it continuously, after two minutes you'd have to drop it without further protection.
- The heat stored in the crystal mostly recedes within one or two hours, but it stays warm for a couple of days.
- Depending on the heat resistance of the surface it's used on, the heat might produce a permanent burn mark.
- The amount of matter taken off the crystal is small, but with regular usage the whole thing will eventually be used. However, also thanks to the heat, it's used rarely.
- The dust maintains a channel for magic to flow through to help with casting. The caster doesn't have to take care of maintaining the channels, and so it becomes easier.
- Since this way only two-dimensional structures can be drawn, the possibilities are limited and usually only a part of a spell can be be constructed like this.
- Very good knowledge about magical structures is required to put it to use, some random drawing certainly won't cut it. Without proper magic education, it's nothing more than a fancy marker.
- Since the energy sent through the channels still has to be provided by the caster, the saving in energy is relatively low.
- Without using it, the dust stored enough energy to maintain the channel for two days, after that it quickly collapses and the dust vanishes without trace.
- When used, much more of the energy is used, and if the spell was a little more powerfull the lines would probably be gone after casting.

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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Re: The Artifact Registry

Post by Steel Strike on 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:

Item name or description: Proximity Sensor

Availability: Common

Functions: Sends a signal if a strong magic signature is close.

Purpose: Detect living beings passing by.

How Sil got it: Self produced.

What does it do exactly:
- As long as a strong enough magical signature is nearby, it sends out a signal to some other artifact.
- Signal range limited, up to 100 meters.
- The sensor can be triggered by and kind of signature as long as it's strong enough, so spells might trigger it as well. It's not possible to tell what was detected.
- Stronger signatures are detected over a greater range than weak ones.
- Normally a living being is detected at a distance of about 10 meters.
- Small energy source required.

How does it look:
As inconspicuous as possible, but depending on how it is powered a crystalline carrier might be advisable for energy efficiency.

Enchanting Room:

Item name or description: The Magic Eye's Enchanting Room

Availability: Unique

Functions: The inside is partly magically isolated, magic hardly passes through the walls.

Purpose: Provide a possibly interference free environment for exact magical work.

How Sil got it: Self produced. Over a few weeks, whenever she had some magic to spare, she enchanted another small part of the walls.

What does it do exactly:
- It basically works like an isolation room for electromagnetism, only for magic. It's not a perfect isolation though.
- This room is blocking out what Sil uses to see, so she normally only sees what's in this room once she's inside. That's also practically the point of the whole thing.
- There's only one spot where magic can enter and that is used to get a signal from the shop's proximity sensors to notify Sil if anybody approaches her shop.

How does it look:
Nothing special. Three walls are made of welded metal plates, the rest is concrete. And then there's a small crystal above the door, magically connected with the proximity sensors.

Magical Heater:

Item name or description: Magical Heater

Availability: Common

Functions: Turns magical energy into heat

Purpose: Heat a room

How Sil got it: Self produced

What does it do exactly:
Takes magical energy from any source and turns it into heat, easy enough. But we all know, heating takes some energy.

How does it look:
Different designs possible. Simple case: Some crystal that does nothing more than heating. In Sil's shop, it's a metal grillage in the ventilation shaft that also serves as emergency exit.

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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Re: The Artifact Registry

Post by Steel Strike on 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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Re: The Artifact Registry

Post by Steel Strike on 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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Re: The Artifact Registry

Post by Paradox on 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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Re: The Artifact Registry

Post by Steel Strike on 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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Re: The Artifact Registry

Post by Silvern Gleam on Mon May 20, 2013 4:14 pm

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

Paralyzing Trap:

Item name or description: Paralyzing Trap

Availability: Uncommon

Functions: Paralyzes the first target that steps into range. Needs then time to recharge.

Purpose: Take out possible intruders in Sil's shop without killing them.

How Sil got it: She bought the core component and transformed it into a trap.

What does it do exactly:
- The range is very limited, a pony needs to stay almost next/above/beneath it to be hit.
- The effect lasts from 5 to 15 minutes for ponies, less for griffons.
- After the trap was triggered, it needs about five minutes recharging before it can be triggered again.
- Only one target is hit when it's triggered.
- Painful in the first moment, then general numbness.
- The trigger area is directly in front of the door to Sil's selling room.

How does it look:
A milky white gem (the only remain from the original artifact) embedded in the door to her selling room. Only visible from the inside.
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Re: The Artifact Registry

Post by Steel Strike on 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:

Item name or description: Paralyzing Trap

Availability: Uncommon

Functions: Paralyzes the first target that steps into range. Needs then time to recharge.

Purpose: Take out possible intruders in Sil's shop without killing them.

How Sil got it: She bought the core component and transformed it into a trap.

What does it do exactly:
- The range is very limited, a pony needs to stay almost next/above/beneath it to be hit.
- The effect lasts from 5 to 15 minutes for ponies, less for griffons.
- After the trap was triggered, it needs about five minutes recharging before it can be triggered again.
- Only one target is hit when it's triggered.
- Painful in the first moment, then general numbness.
- The trigger area is directly in front of the door to Sil's selling room.

How does it look:
A milky white gem (the only remain from the original artifact) embedded in the door to her selling room. Only visible from the inside.

As long as its used sparingly its fine with me
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Re: The Artifact Registry

Post by Syron on Mon May 20, 2013 4:25 pm

That depends on how often ponies try to enter the shop xD
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Re: The Artifact Registry

Post by Paradox on 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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Re: The Artifact Registry

Post by Steel Strike on 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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Re: The Artifact Registry

Post by Paradox on Mon May 20, 2013 11:07 pm

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

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Re: The Artifact Registry

Post by Wiste on 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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Re: The Artifact Registry

Post by Silvern Gleam on Tue Jun 04, 2013 8:31 am

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

Time Crystal:
Item name or description: Time Crystal

Availability: Easy enough for common, but useless without magic sight.

Functions: Well, it's a clock.

Purpose: Measure and tell time

How Sil got it: Self produced

What does it do exactly:
- Contains a fast and regularly pulsing, low powered magical structure. The pulses are counted and the value stored in a for Sil easily readable manner.
- Requires a power recharge every few days, but that's automatically handles while Sil's in her shop. Otherwise some random unicorn could do it.
- Also acts as stop watch.

How does it look: As simple as it gets, just a small, colorless crystal, easily stored in some pocket.
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Re: The Artifact Registry

Post by Steel Strike on 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:
Item name or description: Time Crystal

Availability: Easy enough for common, but useless without magic sight.

Functions: Well, it's a clock.

Purpose: Measure and tell time

How Sil got it: Self produced

What does it do exactly:
- Contains a fast and regularly pulsing, low powered magical structure. The pulses are counted and the value stored in a for Sil easily readable manner.
- Requires a power recharge every few days, but that's automatically handles while Sil's in her shop. Otherwise some random unicorn could do it.
- Also acts as stop watch.

How does it look: As simple as it gets, just a small, colorless crystal, easily stored in some pocket.

Accepted
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Re: The Artifact Registry

Post by Kestrel on 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:

Item Name: Kestrel's Mask of Attunement

Availability: One of a Kind

Functions: Conceals identity, and provides the abilities listed below. If taken from him Kestrel looses a good deal of his normal perception, and he will be forced to seek out the mask again if he wishes for it back. Should another put on the mask, and make it fit, they may be subject to sensory overload depending on the individual.

Purpose: Attunes Kestrel to the Natural Magics of the world, increasing his senses to their current eerily high levels and granting him great clarity of the world around him. (not to mention finally explains why he always seems to at least somewhat know whats going on.)

How did he get it: Kestrel gained this item in its original state through his trials to become a Master Hunter. The mask hid his identity, protected him from the elements, and served as a barrier to the world. However, it didn't have the potent enchantments it now does. During his travels Kestrel met a unicorn by the name of Tinker Tailor. A mysterious, but lucrative salespony. He specialized in contract work, and was known as someone who could get you just about anything. For the right price.

Through a few contracts and shady deals Kestrel earned the various enchantments that eventually began to build upon his mask. Where most paid with coin, he paid with blood, sweat, and skin through the contracts he took. In kind Tinker offered to enchant his mask for him.

After a few long jobs The Mask was given its current powers then was returned and Kes' training continued. In time he began to unlock its secrets and adapt to its great power. It has taken almost all of his life to master its gifts, and still he has much to learn.

Description of what this item does in semi-mechanical terms: Increases sensory awareness, and allows communication with other biological things such as birds, insects, and animals, but ONLY if he is given time to 'attune' to the area.

Depending on the number of creatures, local magic concentration, and the size of the area being studied the alinement process can take anywhere from a few minutes to over a month. Once an area has been attuned however, Kestrel needs only a fraction of the time to 'realign' himself.

During this process Kestrel cannot do much more than live his life. It cannot be done in combat, or on the fly, he must stop and focus on the task at hand. In the cases where it will take great lengths of time, Kestrel will need to set up camp or home in the area so as to maximize his exposure.

If at anytime during this process Kestrel is forced to focus on something else, such as combat, the process will cease until he can continue in peace once again.

That said, this mask also carries with it some serious downsides. Namely its sensory amplification cannot be 'tuned', and despite his decades of training his body has its limits. So while Kestrel has adapted so as to be able to endure a great deal of what his mask brings in, if something like a cannon, or flash bomb were to explode near him, its noise and flash would surely affect him moreso than it would others. To the point that he may even be forced to remove the mask at times lest he risk being 'overloaded' with the incoming stimuli. An overload in turn causing him to have to rest or recover for a time before being able to move again.

Description of the item's appearance: Black, smooth, and lightweight this mask hugs Kestrels face and skull perfectly, and can only truly fit someone with his dimensions. It covers almost his entire beak, except for its bottom; thus allowing him to speak.

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:

Item name: Claw of the Collector

Availability: Bound to Kestrel

Functions: Primary use of this artifact is in close quarters/talon-talon combat. The blades of the talons are used to rip flesh and cause great wounds, the gauntlet's actual armor providing great protection and parrying ability with the arm it sheathes.

Purpose: This weapon serves as the mortal embodiment of the Bone Collector, an ancient Northr Spirit of the Dead. Guardian of the Balance, and Creator of the Soul, it is this great deity that is in charge of judging the dead, and reaping their souls when the time comes.

How did he get it: During his final trial as a hunter, Kestrel was sent out into the legendary Djúpr Angr tundra and told to survive until his trial was over. It would prove to be the ultimate test and it was quite nearly the death of the gryphon.

Midway through his journey, a blizzard kicked up. The winds howled, the ice clung to him in sheets, and Kestrel knew that if he could not find shelter soon he would perish. Onward he trudged, struggling to even move in the frigid cold.

Just when he thought his time was up, he saw something in the distance. A small, nearly invisible mound. He'd found a burial Cairn. Digging inside Kestrel found his shelter, and using some of the ancient tables and decoration he managed to make himself a fire.

Warming up took time, but soon he was again revitalized and with his new found strength he set to scanning the Cairns inside. His explorations lead him deep into the core of the structure.

Here, in the gloomy shadow, Kestrel found the gauntlet. Secured to the arm of some mysterious griffon, still sitting upon his throne.

The moment Kestrel slipped it on it bound itself to him; a painful This was the proof he'd passed his trial. Gathering his strength Kestrel persevered back to his village and showed what he had found. To this day he's yet to leave the weapon off his arm for very long.

However as a weapon of the Void, it is both extremely helpful and irrevocably harmful.

Description of what this item does in semi-mechanical terms: The gauntlet itself provides supreme protection against the elements and damage, all though it only effects the limb it is sheathing; in Kestrel's case the right foreleg and shoulder. The blades that cover his own talons are easily capable of rending muscle from bone or cutting through leather armors. Any flesh they find will not be able to resist their wicked touch, and will split at the slightest effort, and even the soul will feel the wounds they cause.

Should the talons not be used, and instead just the metal itself comes into contact with flesh; as would happen if Kestrel were touching someone or holding them tightly it will still attempt to consume the soul of the individual. However this would take far far longer than an instantaneous kill move at the end of a long battle. This 'consuming' would start of slow, it would feel as though the strength was being sapped from the individual, followed by a growing sense of dread and a deep, terrible cold that would fill one from the inside out.

The longer an individual remains in contact with the weapon, the worse the effects would become, until finally their soul would be taken entirely.

All of this comes with a great cost however. If used for the killing blow, the weapon will reap the soul of the target; consuming it. For each complete soul the weapon claims, Kestrel himself is experiences an extreme physical pain; which would significantly weaken him for a period of time. Alongside this a bit of his own spirit taken along with each soul consumed, pulling him further into the Void. The deeper he gets, the thinner the veil becomes between this world and the next.

If enough are taken Kestrel would begin to suffer strange effects from this, such as sightings of spirits, hearing whispers, phantom pains, insomnia, and eventually death.

Should anyone ever try and wield the weapon themselves, aside from Kestrel, it would preform the aforementioned effects. Consuming and weakening them until they either removed the gauntlet, or perished.

Description of the item's appearance: Sheathing the entire foreleg, the Claw of the Collector as a beautiful and intricate weapon. Made of a rare metal known as Anathemium the weapon is primarily silver in color, the gauntlet is decorated with what appears to be expertly carved bone inlay. Bordering on these plates of bone, artistically inscribed into the Anathemium plating itself, is a series of many ancient Northr runes; A prayer to the Collector, and a ward for all the souls the weapon claims.

The 'hand' of the gauntlet is articulated to allow for the maximum range of motion. The talons, long, bladed, and sharp, are decorated with bits of bone inlaying and runes, much like the rest of the gauntlet.


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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Re: The Artifact Registry

Post by Steel Strike on 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:

Item Name: Kestrel's Mask of Attunement

Availability: One of a Kind

Functions: Conceals identity, and provides the abilities listed below. If taken from him Kestrel looses a good deal of his normal perception, and he will be forced to seek out the mask again if he wishes for it back. Should another put on the mask, and make it fit, they may be subject to sensory overload depending on the individual.

Purpose: Attunes Kestrel to the Natural Magics of the world, increasing his senses to their current eerily high levels and granting him great clarity of the world around him. (not to mention finally explains why he always seems to at least somewhat know whats going on.)

How did he get it: Kestrel gained this item in its original state through his trials to become a Master Hunter. The mask hid his identity, protected him from the elements, and served as a barrier to the world. However, it didn't have the potent enchantments it now does. During his travels Kestrel met a unicorn by the name of Tinker Tailor. A mysterious, but lucrative salespony. He specialized in contract work, and was known as someone who could get you just about anything. For the right price.

Through a few contracts and shady deals Kestrel earned the various enchantments that eventually began to build upon his mask. Where most paid with coin, he paid with blood, sweat, and skin through the contracts he took. In kind Tinker offered to enchant his mask for him.

After a few long jobs The Mask was given its current powers then was returned and Kes' training continued. In time he began to unlock its secrets and adapt to its great power. It has taken almost all of his life to master its gifts, and still he has much to learn.

Description of what this item does in semi-mechanical terms: Increases sensory awareness, and allows communication with other biological things such as birds, insects, and animals, but ONLY if he is given time to 'attune' to the area.

Depending on the number of creatures, local magic concentration, and the size of the area being studied the alinement process can take anywhere from a few minutes to over a month. Once an area has been attuned however, Kestrel needs only a fraction of the time to 'realign' himself.

During this process Kestrel cannot do much more than live his life. It cannot be done in combat, or on the fly, he must stop and focus on the task at hand. In the cases where it will take great lengths of time, Kestrel will need to set up camp or home in the area so as to maximize his exposure.

If at anytime during this process Kestrel is forced to focus on something else, such as combat, the process will cease until he can continue in peace once again.

That said, this mask also carries with it some serious downsides. Namely its sensory amplification cannot be 'tuned', and despite his decades of training his body has its limits. So while Kestrel has adapted so as to be able to endure a great deal of what his mask brings in, if something like a cannon, or flash bomb were to explode near him, its noise and flash would surely affect him moreso than it would others. To the point that he may even be forced to remove the mask at times lest he risk being 'overloaded' with the incoming stimuli. An overload in turn causing him to have to rest or recover for a time before being able to move again.

Description of the item's appearance: Black, smooth, and lightweight this mask hugs Kestrels face and skull perfectly, and can only truly fit someone with his dimensions. It covers almost his entire beak, except for its bottom; thus allowing him to speak.

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:

Item name: Claw of the Collector

Availability: Bound to Kestrel

Functions: Primary use of this artifact is in close quarters/talon-talon combat. The blades of the talons are used to rip flesh and cause great wounds, the gauntlet's actual armor providing great protection and parrying ability with the arm it sheathes.

Purpose: This weapon serves as the mortal embodiment of the Bone Collector, an ancient Northr Spirit of the Dead. Guardian of the Balance, and Creator of the Soul, it is this great deity that is in charge of judging the dead, and reaping their souls when the time comes.

How did he get it: During his final trial as a hunter, Kestrel was sent out into the legendary Djúpr Angr tundra and told to survive until his trial was over. It would prove to be the ultimate test and it was quite nearly the death of the gryphon.

Midway through his journey, a blizzard kicked up. The winds howled, the ice clung to him in sheets, and Kestrel knew that if he could not find shelter soon he would perish. Onward he trudged, struggling to even move in the frigid cold.

Just when he thought his time was up, he saw something in the distance. A small, nearly invisible mound. He'd found a burial Cairn. Digging inside Kestrel found his shelter, and using some of the ancient tables and decoration he managed to make himself a fire.

Warming up took time, but soon he was again revitalized and with his new found strength he set to scanning the Cairns inside. His explorations lead him deep into the core of the structure.

Here, in the gloomy shadow, Kestrel found the gauntlet. Secured to the arm of some mysterious griffon, still sitting upon his throne.

The moment Kestrel slipped it on it bound itself to him; a painful This was the proof he'd passed his trial. Gathering his strength Kestrel persevered back to his village and showed what he had found. To this day he's yet to leave the weapon off his arm for very long.

However as a weapon of the Void, it is both extremely helpful and irrevocably harmful.

Description of what this item does in semi-mechanical terms: The gauntlet itself provides supreme protection against the elements and damage, all though it only effects the limb it is sheathing; in Kestrel's case the right foreleg and shoulder. The blades that cover his own talons are easily capable of rending muscle from bone or cutting through leather armors. Any flesh they find will not be able to resist their wicked touch, and will split at the slightest effort, and even the soul will feel the wounds they cause.

Should the talons not be used, and instead just the metal itself comes into contact with flesh; as would happen if Kestrel were touching someone or holding them tightly it will still attempt to consume the soul of the individual. However this would take far far longer than an instantaneous kill move at the end of a long battle. This 'consuming' would start of slow, it would feel as though the strength was being sapped from the individual, followed by a growing sense of dread and a deep, terrible cold that would fill one from the inside out.

The longer an individual remains in contact with the weapon, the worse the effects would become, until finally their soul would be taken entirely.

All of this comes with a great cost however. If used for the killing blow, the weapon will reap the soul of the target; consuming it. For each complete soul the weapon claims, Kestrel himself is experiences an extreme physical pain; which would significantly weaken him for a period of time. Alongside this a bit of his own spirit taken along with each soul consumed, pulling him further into the Void. The deeper he gets, the thinner the veil becomes between this world and the next.

If enough are taken Kestrel would begin to suffer strange effects from this, such as sightings of spirits, hearing whispers, phantom pains, insomnia, and eventually death.

Should anyone ever try and wield the weapon themselves, aside from Kestrel, it would preform the aforementioned effects. Consuming and weakening them until they either removed the gauntlet, or perished.

Description of the item's appearance: Sheathing the entire foreleg, the Claw of the Collector as a beautiful and intricate weapon. Made of a rare metal known as Anathemium the weapon is primarily silver in color, the gauntlet is decorated with what appears to be expertly carved bone inlay. Bordering on these plates of bone, artistically inscribed into the Anathemium plating itself, is a series of many ancient Northr runes; A prayer to the Collector, and a ward for all the souls the weapon claims.

The 'hand' of the gauntlet is articulated to allow for the maximum range of motion. The talons, long, bladed, and sharp, are decorated with bits of bone inlaying and runes, much like the rest of the gauntlet.

Thanks for changing that. Approved.
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Re: The Artifact Registry

Post by Scrapper on 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

http://mlpgriffonkingdomsrp.forumotion.com/t490p15-the-artifact-registry#9089
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Re: The Artifact Registry

Post by Steel Strike on 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

http://mlpgriffonkingdomsrp.forumotion.com/t490p15-the-artifact-registry#9089

Fine.
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Re: The Artifact Registry

Post by Tisis Antony on 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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Re: The Artifact Registry

Post by Steel Strike on 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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Re: The Artifact Registry

Post by Steel Strike on 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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Re: The Artifact Registry

Post by Steel Strike on Thu Jun 20, 2013 11:39 am

accepted
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Re: The Artifact Registry

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