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The Artifact Registry

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Tida
Hijinks
Tesshu
Doppelbob
Kestrel
Wiste
Paradox
Scrapper
Lance
Kroll
Stormcloud
Fiery Essence
Tempest Runner
Rusty Bolt
Silvern Gleam
Syron
Sassaflash
Steel Strike
Aqua Blade
Tisis Antony
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Post by Tempest Runner Sat Mar 16, 2013 9:28 pm

The shiv is a weapon that is not intended to be used in direct combat, but in stealth, escaping and survival. To be in a situation where you would need to use the blood shiv combat against a opponent aware of your presence would be a worst-case-scenario as, like you said, it would likely break and despite the amount of training recieved, a small knife in the hoofs of an injured pony is not going to be of much aid against an opponent of good training and better equipment.
On the note of the lock-picking being OP, bear in mind that picking lock, espeacially stronger ones, would take a great deal of time, more so for a pony that has lost use of one of their legs.
I hope that this has helped to clarify some information on the weapon.
~Tempest Runner
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Post by Steel Strike Sat Mar 16, 2013 9:54 pm

Mk. Fair enough. Approved.
On a side note...depending on how long its been in there your going to go through hell and back to get it. Tendons and nerve endings would've clamped onto it by now. The Artifact Registry - Page 1 707585815
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Post by Fiery Essence Sat Mar 16, 2013 11:35 pm

Item name or description: Magic Locks

Availability: One single set of four

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

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

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

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

Description of the item's appearance: Four dark red metal bands with various runes carved all the way around on the outside with an adjustable clasp to keep them on the wearer.
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Post by Steel Strike Tue Mar 19, 2013 5:17 pm

Fiery Essence wrote:Item name or description: Magic Locks

Availability: One single set of four

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

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

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

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

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

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

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

Magician's Eye:

3-State Magical Communicator:
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Post by Steel Strike Thu Mar 28, 2013 2:33 pm

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

Magician's Eye:

3-State Magical Communicator:

Accepted. Tbh when it said communicator I thought you meant speech The Artifact Registry - Page 1 277638789
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Post by Stormcloud Fri Mar 29, 2013 5:16 pm

I think this should be up here.
Spoiler:

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

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


Approved I suppose. Any Griiffons catching you wearing that would probably arrest you xD
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Post by Kroll Sun Apr 07, 2013 4:31 pm

Better late than never put this up here, yeah?

Spoiler:


Spoiler:


Spoiler:


Last edited by Kroll on Thu Apr 25, 2013 2:30 am; edited 2 times in total
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Post by Steel Strike Sun Apr 07, 2013 11:53 pm

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

Spoiler:


Spoiler:


Spoiler:

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

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

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

Proximity Sensor:

Enchanting Room:

Magical Heater:


Last edited by Silvern Gleam on Mon May 20, 2013 9:52 am; edited 1 time in total
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Post by Lance Sat May 18, 2013 6:48 am

Name: Conjuration Rings

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

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

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


cut out for now


Last edited by Scintillance on Tue Sep 02, 2014 2:09 pm; edited 5 times in total
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Post by Scrapper Sat May 18, 2013 7:02 am

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

Item name or description: Orange Guidance Crystal

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

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

Functions Edited:

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

Purpose Edited:


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

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

Description/Semi-mechanical Edited:

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


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

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

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

Proximity Sensor:

Enchanting Room:

Magical Heater:

Everything is accepted.


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

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

Item name or description: Orange Guidance Crystal

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

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

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

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

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

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

Accepted.

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

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

Scintillance wrote:Name: Conjuration Rings

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

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

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

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

Item name or description: Magi's Lens

Availability: rare

Functions: Combination telescope and microscope

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

Constructed and enchanted by Quantum Flash.

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

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

Edited.


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

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

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

Availability: rare

Functions: Combination telescope and microscope, night vision

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

Constructed and enchanted by Quantum Flash.

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

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

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

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

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

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

Paralyzing Trap:

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

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

Item name: Starbreaker

Availability: unique

Functions/purpose: light absorption

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

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

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

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

Quantum Flash wrote:Item name: Starbreaker

Availability: unique

Functions/purpose: light absorption

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

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

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

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

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

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

Item name or description: Moon Dust (Controlled Substance)

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

Functions: A mild pain-killer akin to Tylenol

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

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

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

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

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

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

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

Time Crystal:

Accepted The Artifact Registry - Page 1 2752390508
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Post by Kestrel Tue Jun 04, 2013 5:40 pm

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

First up: Kestrel's Mask of Attunement
Spoiler:

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

Spoiler:


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

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

First up: Kestrel's Mask of Attunement
Spoiler:

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

Spoiler:

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

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

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

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

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

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

Item name or description: The Heavening Boots

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

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

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

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


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

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


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

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

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

Description of the item's appearance:

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

They look slightly odd on a ponies feet, since ponies don't normally wear boots, but they do the job.
Tisis Antony
Tisis Antony
Braeburn
Braeburn

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

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

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Post by Steel Strike Thu Jun 20, 2013 11:38 am

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

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

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

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

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


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

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


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

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

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

Description of the item's appearance:

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

They look slightly odd on a ponies feet, since ponies don't normally wear boots, but they do the job.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Steel Strike 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.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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

accepted
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Kroll Sat Sep 07, 2013 2:12 am

As requested, here is the information for the (currently) unnamed rifle I introduced in Kroll's rebooted Character Sheet.
Spoiler:


Last edited by Kroll on Sat Sep 07, 2013 2:44 pm; edited 1 time in total
Kroll
Kroll
Braeburn
Braeburn

Posts : 686
Join date : 2012-10-29

Character sheet
Alignment:
Profession: Captain of the Guard
Age:

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Post by Steel Strike Sat Sep 07, 2013 1:44 pm

Kroll wrote:As requested, here is the information for the (currently) unnamed rifle I introduced in Kroll's rebooted Character Sheet.
Spoiler:
Range? Remember rifling doesn't actually exist yet. Unless you invented it. :p
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Steel Strike Sat Sep 07, 2013 2:57 pm

Kroll wrote:As requested, here is the information for the (currently) unnamed rifle I introduced in Kroll's rebooted Character Sheet.
Spoiler:
Approved.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Doppelbob Sun Sep 22, 2013 6:05 pm

(for my female dd char which isnt finished yet)

Item name or description: Orphelias Guitar

Availability: Unique, One of a kind

Functions: Combat and support magic

Purpose: Orphelia uses her guitar to fight and defend herself. She is pretty good at playing guitar which gives her the ability to use the spells on it. There are may some hidden spells she didn’t found out yet.

If it's a unique or one of a kind item how did you come into contact with the item?
A good friend of Orphelia built it for her, before he was called into the war.

Description of what this item does in semi-mechanical terms:
The whole guitar is made of special metals and gems, which contain magic. Through the vibrations the guitar releases its magic, but only if the right song/solo/riff is played. Every riff and solo consumes energy which can be generated by playing the guitar without any spell. This charging is pretty slow and the energy capacity is limited. Also highly trained unicorns can charge the guitar with a amount of much energy (pretty exhausting).

Description of the item's appearance:

The Artifact Registry - Page 1 KeSzj5k
(didnt found a better pic, its the guitar from brütal legend)
Doppelbob
Doppelbob
Ursa Minor
Ursa Minor

Posts : 84
Join date : 2013-07-30
Location : Germany

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Post by Steel Strike Sun Sep 22, 2013 6:16 pm

Doppelbob wrote:(for my female dd char which isnt finished yet)

Item name or description: Orphelias Guitar

Availability: Unique, One of a kind

Functions: Combat and support magic

Purpose: Orphelia uses her guitar to fight and defend herself. She is pretty good at playing guitar which gives her the ability to use the spells on it. There are may some hidden spells she didn’t found out yet.

If it's a unique or one of a kind item how did you come into contact with the item?
A good friend of Orphelia built it for her, before he was called into the war.

Description of what this item does in semi-mechanical terms:
The whole guitar is made of special metals and gems, which contain magic. Through the vibrations the guitar releases its magic, but only if the right song/solo/riff is played. Every riff and solo consumes energy which can be generated by playing the guitar without any spell. This charging is pretty slow and the energy capacity is limited. Also highly trained unicorns can charge the guitar with a amount of much energy (pretty exhausting).

Description of the item's appearance:

The Artifact Registry - Page 1 KeSzj5k
(didnt found a better pic, its the guitar from brütal legend)
So long as you keep yourself within limits you'll be fine.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Tesshu Sun Oct 27, 2013 2:17 pm

Divine Wind:

Feather of the Sky:


Last edited by Tesshu on Tue Oct 29, 2013 8:37 pm; edited 3 times in total
Tesshu
Tesshu
Newbie
Newbie

Posts : 18
Join date : 2013-10-26

Character sheet
Alignment: Griffon Army
Profession: Griffon Captian
Age: 46

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Post by Steel Strike Tue Oct 29, 2013 11:49 am

Tesshu wrote:
Divine Wind:

Feather of the Sky:
Not sure I like the Magical sword bit. Especially it's ability to cut through most things.
Also Im not sure, but it seems the feather description is incomplete.
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Tesshu Tue Oct 29, 2013 8:39 pm

Edited! 


I changed the sword to a normal katana and the feather description was a text color issue, sorry about that. The Artifact Registry - Page 1 3299596697
Also I added a description of what it looks like. 
Tesshu
Tesshu
Newbie
Newbie

Posts : 18
Join date : 2013-10-26

Character sheet
Alignment: Griffon Army
Profession: Griffon Captian
Age: 46

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Post by Hijinks Wed Oct 30, 2013 1:41 am

Zappy:

Boom Crackles:

Party Time Bomb:

Cloud in a bottle:
Hijinks
Hijinks
Moderator
Moderator

Posts : 489
Join date : 2013-10-13
Location : Australia

Character sheet
Alignment: Neutral
Profession: Scavenger
Age: 12

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Post by Steel Strike Tue Nov 05, 2013 10:40 am

Tesshu wrote:Edited! 


I changed the sword to a normal katana and the feather description was a text color issue, sorry about that. The Artifact Registry - Page 1 3299596697
Also I added a description of what it looks like. 
Noted, and accepted The Artifact Registry - Page 1 2752390508
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Steel Strike Tue Nov 05, 2013 10:42 am

Hijinks wrote:
Zappy:

Boom Crackles:

Party Time Bomb:

Cloud in a bottle:
Accepted
Steel Strike
Steel Strike
Scootaloo
Scootaloo

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

Character sheet
Alignment: Rebel
Profession: Smith
Age: 32

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Post by Tida Wed Dec 25, 2013 9:22 am

Item name: Socas plant / seeds

Availability: One of a Kind

Functions: beautification of environment, source of food, and on very rare occasions, deadly neurotoxin

Purpose: The plant is one of the things that reminds Tida of his former home in Neighpon before it was completely destroyed.  Also, during difficult times, Tida uses the plant as a source of food for himself

How Tida came into contact with the item: After the destruction of his village, but before he left for Manehatten, He found a dying Socas plant bearing seeds.  He decided to take the seeds, so that he could plant some in the place he was going to move to keep the memory of his village in his mind alive

What this item can do: Aside from making the environment in which is planted in beautiful, It can be used as a source of food because of the high amount of starch in it.  However, because the plant also has a particularly strong neurotoxin in it, eating it raw will result in death.  The plant can also be used to make a liquid form of the neurotoxin

Description of item: The Socas plant is a small bush that bears spherical shaped red seeds roughly the size of a half - dollar coin
Tida
Tida
Pie
Pie

Posts : 240
Join date : 2013-11-26
Location : On the edge of the world in the middle of nowhere

Character sheet
Alignment: Neutral
Profession:
Age: 24

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Post by Nele Hawkeye Sat Dec 28, 2013 1:45 pm

Okay, so i just got my new character approved, so I figured I'd post his stuff here:

Nele's enchanted mandolin:
The mandolin is enchanted, capable of performing Magical music. This music is composed and then enchanted via infusion into the mandolin. When played, it would then do certain magical effects based on the composed magic song that is being played. Every new song that is composed will, of course, have to be approved through the registry.

Within the neck of the mandolin is a very thin sword that looks similar to a rapier. Nele cannot use the sword and play music at the same time.

In the future, should someone want to make a magical instrument, they would need:

  • to be well-versed in enchanting
  • knowledge of the ancient art of magic music
  • an instrument


Nele's enchanted attire:

  • Nele's enchanted hat: Nele has a wide brim floppy leather hat which is magically enchanted to always shade his face, resulting in everything except the gleam of his teeth being hidden behind shadow (unless some pony was able to see better than average in darkness).
  • Nele's enchanted tunic: Nele has am ornate brown tunic that is enchanted to never stain or get dirty.
  • Nele's enchanted leggings: Nele has ornate brown pants with tassels on them that are enchanted to never stain or get dirty.
  • Nele's mouthpiece: Nele has a long piece of grass that he tends to hold between his teeth. The piece of grass is enchanted to return to his pocket in perfect condition should he lose it.


Nele's enchanted journal and quill:
No ink can make markings on the journal except for the ink from the quill that belongs with it. The quill is enchanted to never run out of ink and will return to the place where the book is should it ever be lost.

In the future should anyone want to make the items mentioned above (aside from magical instruments), they would need an ordinary item to enchant (such as a journal or tunic) and basic knowledge of enchanting.
Nele Hawkeye
Nele Hawkeye
Newbie
Newbie

Posts : 10
Join date : 2012-10-30

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Post by Johan Tercel Wed Jan 08, 2014 12:29 pm

Tida wrote:Item name: Socas plant / seeds

Availability: One of a Kind

Functions: beautification of environment, source of food, and on very rare occasions, deadly neurotoxin

Purpose: The plant is one of the things that reminds Tida of his former home in Neighpon before it was completely destroyed.  Also, during difficult times, Tida uses the plant as a source of food for himself

How Tida came into contact with the item: After the destruction of his village, but before he left for Manehatten, He found a dying Socas plant bearing seeds.  He decided to take the seeds, so that he could plant some in the place he was going to move to keep the memory of his village in his mind alive

What this item can do: Aside from making the environment in which is planted in beautiful, It can be used as a source of food because of the high amount of starch in it.  However, because the plant also has a particularly strong neurotoxin in it, eating it raw will result in death.  The plant can also be used to make a liquid form of the neurotoxin

Description of item: The Socas plant is a small bush that bears spherical shaped red seeds roughly the size of a half - dollar coin


Accepted. The Soca plant is now available for use in threads, and I'm very sorry for the delay.
Johan Tercel
Johan Tercel
Senator
Senator

Posts : 512
Join date : 2012-10-21
Location : Canada

Character sheet
Alignment: Griffonic Army
Profession: Colonel
Age:

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Post by Johan Tercel Wed Jan 08, 2014 12:31 pm

Nele Hawkeye wrote:Okay, so i just got my new character approved, so I figured I'd post his stuff here:

Nele's enchanted mandolin:
The mandolin is enchanted, capable of performing Magical music. This music is composed and then enchanted via infusion into the mandolin. When played, it would then do certain magical effects based on the composed magic song that is being played. Every new song that is composed will, of course, have to be approved through the registry.

Within the neck of the mandolin is a very thin sword that looks similar to a rapier. Nele cannot use the sword and play music at the same time.

In the future, should someone want to make a magical instrument, they would need:

  • to be well-versed in enchanting
  • knowledge of the ancient art of magic music
  • an instrument


Nele's enchanted attire:

  • Nele's enchanted hat: Nele has a wide brim floppy leather hat which is magically enchanted to always shade his face, resulting in everything except the gleam of his teeth being hidden behind shadow (unless some pony was able to see better than average in darkness).
  • Nele's enchanted tunic: Nele has am ornate brown tunic that is enchanted to never stain or get dirty.
  • Nele's enchanted leggings: Nele has ornate brown pants with tassels on them that are enchanted to never stain or get dirty.
  • Nele's mouthpiece: Nele has a long piece of grass that he tends to hold between his teeth. The piece of grass is enchanted to return to his pocket in perfect condition should he lose it.


Nele's enchanted journal and quill:
No ink can make markings on the journal except for the ink from the quill that belongs with it. The quill is enchanted to never run out of ink and will return to the place where the book is should it ever be lost.

In the future should anyone want to make the items mentioned above (aside from magical instruments), they would need an ordinary item to enchant (such as a journal or tunic) and basic knowledge of enchanting.

Accepted! Please post any and all songs here, as you have noted in the application.
Johan Tercel
Johan Tercel
Senator
Senator

Posts : 512
Join date : 2012-10-21
Location : Canada

Character sheet
Alignment: Griffonic Army
Profession: Colonel
Age:

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