The Artifact Registry

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Re: The Artifact Registry

Post by Kroll on 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:
-Name:_____
-Availability: One of a Kind
-Purpose: This borderline firearm provides offensive capabilities ideally for medium to long ranges, although its carbine configuration allows it to be used in close quarters as well with certain munition types.
-Acquisition: The weapon itself was built by Kroll from the body of a salvaged rifle, and the explosive propellant for the cartridges is derived from glycerin soap.
-Cartridge Types: There are three different munition rod types that this improvised rifle can use, each with a specific role: ranged, close quarters, and deterrent.
                -Bolt: this munition rod houses a single fin-stabilized arrow with a barbed tip. The arrow is capable of traveling at the velocity of a musket, but only has a slightly better penetration that a normal arrow. Ideal for medium and long-range engagements. Effective range is 250 meters
                -Briar: this munition rod is filled with rusted chunks of barbed and razor wire, ideal for close quarters engagements.
                -Razor Wind: this munition rod is packed with finely powdered glass, ideal for disorienting enemy combatants at a medium or close range.
-Function:
Diagram:
-Appearance:  


Last edited by Kroll on Sat Sep 07, 2013 2:44 pm; edited 1 time in total
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Re: The Artifact Registry

Post by Steel Strike on 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:
-Name:_____
-Availability: One of a Kind
-Purpose: This borderline firearm provides offensive capabilities ideally for medium to long ranges, although its carbine configuration allows it to be used in close quarters as well with certain munition types.
-Acquisition: The weapon itself was built by Kroll from the body of a salvaged rifle, and the explosive propellant for the cartridges is derived from glycerin soap.
-Cartridge Types: There are three different munition rod types that this improvised rifle can use, each with a specific role: ranged, close quarters, and deterrent.
                -Bolt: this munition rod houses a single fin-stabilized arrow with a barbed tip. Ideal for medium and long-range engagements.
                -Briar: this munition rod is filled with rusted chunks of barbed and razor wire, ideal for close quarters engagements.
                -Razor Wind: this munition rod is packed with finely powdered glass, ideal for disorienting enemy combatants at a medium or close range.
-Function:
Diagram:
-Appearance:  
Range? Remember rifling doesn't actually exist yet. Unless you invented it. :p
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Re: The Artifact Registry

Post by Steel Strike on 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:
-Name:_____
-Availability: One of a Kind
-Purpose: This borderline firearm provides offensive capabilities ideally for medium to long ranges, although its carbine configuration allows it to be used in close quarters as well with certain munition types.
-Acquisition: The weapon itself was built by Kroll from the body of a salvaged rifle, and the explosive propellant for the cartridges is derived from glycerin soap.
-Cartridge Types: There are three different munition rod types that this improvised rifle can use, each with a specific role: ranged, close quarters, and deterrent.
                -Bolt: this munition rod houses a single fin-stabilized arrow with a barbed tip. The arrow is capable of traveling at the velocity of a musket, but only has a slightly better penetration that a normal arrow. Ideal for medium and long-range engagements. Effective range is 250 meters
                -Briar: this munition rod is filled with rusted chunks of barbed and razor wire, ideal for close quarters engagements.
                -Razor Wind: this munition rod is packed with finely powdered glass, ideal for disorienting enemy combatants at a medium or close range.
-Function:
Diagram:
-Appearance:  
Approved.
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Re: The Artifact Registry

Post by Doppelbob on 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:


(didnt found a better pic, its the guitar from brütal legend)
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Re: The Artifact Registry

Post by Steel Strike on 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:


(didnt found a better pic, its the guitar from brütal legend)
So long as you keep yourself within limits you'll be fine.
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Re: The Artifact Registry

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

Divine Wind:

Availability: Unique, One of a kind

Functions: Combat

Purpose: Divine Winds is the central part of Tesshu fighting style, Kendo. 

If it's a unique or one of a kind item how did you come into contact with the item? 
The blade was passed down generation from generation of Clan Oda.

Description of what this item does in semi-mechanical terms:
The sword is made out of steel called Tamahagane which stands for "iron sand". Its just acts like any other blade.

Description of the item's appearance:
A curved, slender, single-edged blade with a squared guard and long grip to accommodate two hands. 

Feather of the Sky:

Availability: Unique, One of a kind

Functions: Reminder and Support magic. 

Purpose: It is mostly used as a reminder for Tesshu so he will never forget the event that changed his way of life.

If it's a unique or one of a kind item how did you come into contact with the item? During the last months of the war he came across it in a ruined chest that was in a tree house. He kept it as a constant reminder to never forget his way of life. So he added the feather to his necklace.

Description of what this item does in semi-mechanical terms:
Due to the feather holding a small reserve of pagasi magic, it had granted him enchant speed. Which makes him extremely swift on his feet and is able to performed incredible feats of speed and agility, such as being able to avoid gunfire.

Description of the item's appearance:
The necklace is made out of spider web thread and it consists of six spherical dark blue beads and one spherical bead that holds the feather. All seven of them bear a griffon symbol that represent the seven virtues of Bushidō. The first three stands for Courage, Rectitude, and Benevolence. The bead that holds the feather stands for Loyalty. Finally the last three stands for Respect, Honesty, and Honour.




Last edited by Tesshu on Tue Oct 29, 2013 8:37 pm; edited 3 times in total
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Re: The Artifact Registry

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

Tesshu wrote:
Divine Wind:

Availability: Unique, One of a kind

Functions: Combat

Purpose: Divine Winds is the central part of Tesshu fighting style, Kendo. 

If it's a unique or one of a kind item how did you come into contact with the item? 
The blade was forged on the highest peak of the Boreal mountains by several monks that worship the Beyound. After a year Tesshu was taken in by a monk, he was given the sword as a rite of passage. 

Description of what this item does in semi-mechanical terms:
The blessed sword is able to cut through any mundane substance, given that there is enough force behind it. Likewise, similar magically enhanced objects also prove immune to being cut by the sword.

Description of the item's appearance:
 A curved, slender, single-edged blade with a squared guard and long grip to accommodate two hands.

Feather of the Sky:

Availability: Unique, One of a kind

Functions: Reminder and Support magic. 

Purpose: It is mostly used as a reminder for Tesshu so he will never forget the event that changed his way of life. But due to the feather holding a small reserve of pagasi magic, it had granted him enchant speed. Which makes him extremely swift on his feet and is able to performed incredible feats of speed and agility, such as being able to avoid gunfire. 

If it's a unique or one of a kind item how did you come into contact with the item? During the last months of the war he came across it in a ruined chest that was in a tree house. He kept it as a constant reminder to never forget his way of life.

Description of what this item does in semi-mechanical terms:
Due to the feather holding a small reserve of pagasi magic, it had granted him enchant speed. Which makes him extremely swift on his feet and is able to performed incredible feats of speed and agility, such as being able to avoid gunfire.

Description of the item's appearance:


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.
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Re: The Artifact Registry

Post by Tesshu on 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. 
Also I added a description of what it looks like. 
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Re: The Artifact Registry

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

Zappy:

name: Zappy (the joybuzzer)



Availability: Rare, no longer manufactured 

Purpose: Pranking, Close quarters combat

Zappy is a joybuzzer that gives anything that touches the 'sweet spot' an electrical shock. It is powered by Pegasus magic and therefore can only be used by Pegasi. The more magic the user has, the stronger the shock. Using the device will cause exhaustion if used too much as it drains Pegasus magic, resting for a bit will remedy this. Thanks to Hijinks' naturally high amount of Pegasus magic, it can be quite powerful and she can use it for longer without becoming tired.

Zappy is Hijinks' best friend, and she always keeps 'him' with her. Other than being a great prank device, Zappy can be used for starting fires and as a small light source (but it can quickly cause exhaustion). 

Zappy is Hijink's main defense in close quarters combat, and one of her only offensive attacks. Hijinks' main tactic is to use her many prank items to distract her foe, before coming in with zappy to incapacitate her opponent. 

How Hijinks got it: Hijinks' dad, Harmless Fun, was a fan of pranks, and bought the joybuzzer when it was available. However, when it was discovered that the device was dangerous in the hooves of a stronger pegasus, it was banned. Harmless always kept the device, hidden among his other possessions, which is where Hijinks' discovered it. 

How it works: A small generator absorbs the Pegasus magic from the user, a switch on the generator determining the amount of power it takes, from none-low-medium-high-ultra. When turned on, electricity will be released through the disk, shocking anything it comes into contact with. Energy is supplied to the disk through wires, which are connected to the generator.

Appearance: Zappy looks like a brown band that goes over the foreleg. It has a metallic disk on it, which has the 'sweet spot' in the center. Small blue wires come out of the disk towards the opposite side, where a small grey box is hidden (the generator).

Boom Crackles:

Name: Boom Crackles

Availability: Made by Hijinks

Purpose: Combat, Fun

Hijinks always carries at least 10 boom crackles around with her. They are small but pack quite a punch. When the fuse is lit, the bomb will explode in a few seconds and create a small explosion that creates sparks in the area around the explosion. These sparks are non-lethal but hurt, and also make it difficult to fly. It also makes it hard for ranged opponents to concentrate or aim. It's her main defense against flying targets and ranged foes.

Boom Crackles look like small red pouches with a fuse sticking out the end. They can also be packaged several other ways, but the outside is always red in colour. The explosion itself looks like miniature fireworks, and really this is all it is, mini fireworks.

The bomb is made with easy to find materials, and requires very little gunpowder, making it easy for Hijinks to have a good supply of them.

In combat, Hijinks uses these bombs for several different scenarios. These bombs can be used to stun, distract and flush out targets behind cover. Their main use however, is used to defend against ranged targets, as it's hard to aim with this blowing up in your face. 

Party Time Bomb:

Name: Party Time Bomb

Availability: Made by Hijinks

Purpose: destruction!

Party Time bombs are large bombs, that are black and round and have a drawing of a smiley face on it. They are too large for Hijinks to throw like boom crackles, and she does not keep them on herself as they weigh her down. These bombs create a large explosion and send shrapnel in all directions. Due to the wight, she must set up the bombs beforehand. This requires quite a lot of gunpowder to make and is obviously very hard to conceal.

If Hijinks uses a phoenix feather while in the process of making the bomb, it will shoot out fire when it explodes, instead of normal shrapnel.

Cloud in a bottle:

Name: Cloud in a bottle

Availability: Common, Hijinks can make it

Purpose: Pranks, combat

A cloud in a bottle is exactly what the name implies, its a jar filled with clouds. Combined with her pegasus spit and a bit of glue, Hijinks can stick this to anything she wants and can only be removed by her or another pegasus. She can also throw it on the ground to shatter the glass and release the condensed mass of clouds to create cover for herself.

She can also climb or swim through the clouds if she pleases, meaning she can create things like a staircase or a hat with it. In fights, she likes using the cloud to confuse opponents, and she can use it to hide from ranged attackers.

Hijinks can make this with a jar and a bit of water. Hijinks seemed to have taught herself how to make clouds at an early age, and often used it in her many pranks, such as sculpting a cloud beard on a sleeping pony. Making clouds is quite tedious at times, so Hijinks doesn't use them too often.

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Re: The Artifact Registry

Post by Steel Strike on 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. 
Also I added a description of what it looks like. 
Noted, and accepted
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Re: The Artifact Registry

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

Hijinks wrote:
Zappy:

name: Zappy (the joybuzzer)



Availability: Rare, no longer manufactured 

Purpose: Pranking, Close quarters combat

Zappy is a joybuzzer that gives anything that touches the 'sweet spot' an electrical shock. It is powered by Pegasus magic and therefore can only be used by Pegasi. The more magic the user has, the stronger the shock. Using the device will cause exhaustion if used too much as it drains Pegasus magic, resting for a bit will remedy this. Thanks to Hijinks' naturally high amount of Pegasus magic, it can be quite powerful and she can use it for longer without becoming tired.

Zappy is Hijinks' best friend, and she always keeps 'him' with her. Other than being a great prank device, Zappy can be used for starting fires and as a small light source (but it can quickly cause exhaustion). 

Zappy is Hijink's main defense in close quarters combat, and one of her only offensive attacks. Hijinks' main tactic is to use her many prank items to distract her foe, before coming in with zappy to incapacitate her opponent. 

How Hijinks got it: Hijinks' dad, Harmless Fun, was a fan of pranks, and bought the joybuzzer when it was available. However, when it was discovered that the device was dangerous in the hooves of a stronger pegasus, it was banned. Harmless always kept the device, hidden among his other possessions, which is where Hijinks' discovered it. 

How it works: A small generator absorbs the Pegasus magic from the user, a switch on the generator determining the amount of power it takes, from none-low-medium-high-ultra. When turned on, electricity will be released through the disk, shocking anything it comes into contact with. Energy is supplied to the disk through wires, which are connected to the generator.

Appearance: Zappy looks like a brown band that goes over the foreleg. It has a metallic disk on it, which has the 'sweet spot' in the center. Small blue wires come out of the disk towards the opposite side, where a small grey box is hidden (the generator).

Boom Crackles:

Name: Boom Crackles

Availability: Made by Hijinks

Purpose: Combat, Fun

Hijinks always carries at least 10 boom crackles around with her. They are small but pack quite a punch. When the fuse is lit, the bomb will explode in a few seconds and create a small explosion that creates sparks in the area around the explosion. These sparks are non-lethal but hurt, and also make it difficult to fly. It also makes it hard for ranged opponents to concentrate or aim. It's her main defense against flying targets and ranged foes.

Boom Crackles look like small red pouches with a fuse sticking out the end. They can also be packaged several other ways, but the outside is always red in colour. The explosion itself looks like miniature fireworks, and really this is all it is, mini fireworks.

The bomb is made with easy to find materials, and requires very little gunpowder, making it easy for Hijinks to have a good supply of them.

In combat, Hijinks uses these bombs for several different scenarios. These bombs can be used to stun, distract and flush out targets behind cover. Their main use however, is used to defend against ranged targets, as it's hard to aim with this blowing up in your face. 

Party Time Bomb:

Name: Party Time Bomb

Availability: Made by Hijinks

Purpose: destruction!

Party Time bombs are large bombs, that are black and round and have a drawing of a smiley face on it. They are too large for Hijinks to throw like boom crackles, and she does not keep them on herself as they weigh her down. These bombs create a large explosion and send shrapnel in all directions. Due to the wight, she must set up the bombs beforehand. This requires quite a lot of gunpowder to make and is obviously very hard to conceal.

If Hijinks uses a phoenix feather while in the process of making the bomb, it will shoot out fire when it explodes, instead of normal shrapnel.

Cloud in a bottle:

Name: Cloud in a bottle

Availability: Common, Hijinks can make it

Purpose: Pranks, combat

A cloud in a bottle is exactly what the name implies, its a jar filled with clouds. Combined with her pegasus spit and a bit of glue, Hijinks can stick this to anything she wants and can only be removed by her or another pegasus. She can also throw it on the ground to shatter the glass and release the condensed mass of clouds to create cover for herself.

She can also climb or swim through the clouds if she pleases, meaning she can create things like a staircase or a hat with it. In fights, she likes using the cloud to confuse opponents, and she can use it to hide from ranged attackers.

Hijinks can make this with a jar and a bit of water. Hijinks seemed to have taught herself how to make clouds at an early age, and often used it in her many pranks, such as sculpting a cloud beard on a sleeping pony. Making clouds is quite tedious at times, so Hijinks doesn't use them too often.
Accepted
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Re: The Artifact Registry

Post by Tida on 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
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Re: The Artifact Registry

Post by Nele Hawkeye on 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.
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Re: The Artifact Registry

Post by Johan Tercel on 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.
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Re: The Artifact Registry

Post by Johan Tercel on 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.
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Re: The Artifact Registry

Post by Syron on Fri Feb 21, 2014 11:42 am

I've reworked Shade's shurikens a bit, enough to ask for new approval:

Old:
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 (and a friend) from a griffon, but had no weapon at hoof. She first magically threw the rubble all around her, but that was merely a distraction, and not enough to to keep the enemy soldier from killing her friend. Seeing that, Shade's horn began acting on own accord and conjured the shurikens for the first time.

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.

New:
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? They're pretty much a physical representation of her special talent/cutie mark. During the first attack on Canterlot Shade needed something to defend herself (and a friend) from a griffon, but had no weapon at hoof. She first magically threw the rubble all around her, but that was merely a distraction, and not enough to to keep the enemy soldier from killing her friend. Seeing that, Shade's horn began acting on own accord and conjured the shurikens for the first time.

Description of what this item does in semi-mechanical terms: They appear as normal weapons, but are far from being simple physical objects
- Shade can conjure and dismiss them at will, but while dismissing them is quick, the conjuring takes about five seconds.
- Edit: Upon conjuring, Shade can vary the size from about four centimeters in diameter to ten.
- To Shade, the shurikens are practically additional limbs. She never loses the magical connection to them and always knows the direction one is in (or even exact position if it's near enough), but in over a kilometer distance she can't keep them summoned.
- They can't usually be targeted by magic, except for Shade's. Bypassing this protection requires extensive magical knowledge. (And whoever attempts should expect Shade to fight back, she'll definitely notice.)
- Any enchantments only placed on the physical objects will vanish once they're dismissed. For lasting enchantments, the magical representation must be targeted (which boils down to invading Shade's mind)
- Shade has a 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 and I'll notice")
- They're sensitive to telekinesis, Shade can handle them way more easily than any other object. (Actually, she doesn't use classical telekinesis on them. She tells the magical representation to move, and the physical object follows.) In over 100 meter distance she loses the ability to move them (she can still dismiss them and then call them back)
- They can take damage, but it's hard enough to accomplish. Any damage to them will feel like an injury to Shade. The shurikens can only heal while they're not conjured, and it goes slowly. A few hours for a simple crack.


Description of the item's appearance:
Best explained by a pic...
Spoiler:
Imagine the embossing wasn't there.


Last edited by Syron on Sun Mar 02, 2014 9:13 pm; edited 3 times in total (Reason for editing : Forgot one important change)

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Re: The Artifact Registry

Post by Prism on Sun Mar 09, 2014 9:39 pm

Syron wrote:I've reworked Shade's shurikens a bit, enough to ask for new approval:

Old:
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 (and a friend) from a griffon, but had no weapon at hoof. She first magically threw the rubble all around her, but that was merely a distraction, and not enough to to keep the enemy soldier from killing her friend. Seeing that, Shade's horn began acting on own accord and conjured the shurikens for the first time.

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.

New:
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? They're pretty much a physical representation of her special talent/cutie mark. During the first attack on Canterlot Shade needed something to defend herself (and a friend) from a griffon, but had no weapon at hoof. She first magically threw the rubble all around her, but that was merely a distraction, and not enough to to keep the enemy soldier from killing her friend. Seeing that, Shade's horn began acting on own accord and conjured the shurikens for the first time.

Description of what this item does in semi-mechanical terms: They appear as normal weapons, but are far from being simple physical objects
- Shade can conjure and dismiss them at will, but while dismissing them is quick, the conjuring takes about five seconds.
- Edit: Upon conjuring, Shade can vary the size from about four centimeters in diameter to ten.
- To Shade, the shurikens are practically additional limbs. She never loses the magical connection to them and always knows the direction one is in (or even exact position if it's near enough), but in over a kilometer distance she can't keep them summoned.
- They can't usually be targeted by magic, except for Shade's. Bypassing this protection requires extensive magical knowledge. (And whoever attempts should expect Shade to fight back, she'll definitely notice.)
- Any enchantments only placed on the physical objects will vanish once they're dismissed. For lasting enchantments, the magical representation must be targeted (which boils down to invading Shade's mind)
- Shade has a 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 and I'll notice")
- They're sensitive to telekinesis, Shade can handle them way more easily than any other object. (Actually, she doesn't use classical telekinesis on them. She tells the magical representation to move, and the physical object follows.) In over 100 meter distance she loses the ability to move them (she can still dismiss them and then call them back)
- They can take damage, but it's hard enough to accomplish. Any damage to them will feel like an injury to Shade. The shurikens can only heal while they're not conjured, and it goes slowly. A few hours for a simple crack.


Description of the item's appearance:
Best explained by a pic...
Spoiler:
Imagine the embossing wasn't there.


This has been accepted for the newer version and is able to be used in threads.

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Re: The Artifact Registry

Post by Hijinks on Mon Apr 21, 2014 9:04 am

Item name: Bag of holding

Availability: Bags of holding are created by enchanting a normal bag. They cost a lot, but Hijinks just stole hers to no biggy.

Functions: It's bigger on the inside! It's a normal bag but it can hold a lot more. It doesn't reduce weight though.

Purpose: The purpose of this bag is to help Hijinks by pulling out random and mundane objects that are usually found on the street on in houses, and using them to create comedic value. It will also be used in situations to give Hijinks an edge (An example of this is: onions and a small knife, which she will use to fake cry and manipulate others. Fun).

Where Hijinks got it: She stole it from a magic pony. It's not really that important.

Appearance: A small brown bag tied up with a thin piece of rope.

How it works: Magic. Ummmmmmmm a small pocket dimension? I don't actually know...

Limitations: No, I won't pull out a gas mask. I will only pull out mundane objects one can find on the street (Hijinks is a scavenger). Also, weight still plays in effect here so I will only use fairly light objects (though they don't have to be small, I could pull out stuff like a bag of popcorn or an animal balloon thingy.)

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Re: The Artifact Registry

Post by Syron on Thu Apr 24, 2014 1:23 pm

Since Skry is hopefully accepted soon, here are some other things that need approval before "Rebels in Greater Equestria" can really be started:

Weather Cloak:

Item name or description: Weather Cloak

Availability: Common (as in "Silvern Gleam can actually produce it with some effort")

Functions: A mostly normal travelling cloak that keeps wind and water away, with some magical support.

Purpose: Protection from weather

How Sil got it: Self produced

How does it work exactly:
While a pony wears it, the enchantment on the cloak creates a weak magical barrier throughout the fabric, making it inpenetrable for any kind of matter, as long as not much force is applied. It helps to keep wind and rain out, and as a result also provides additional warmth (warm air doesn't escape the cloak that easily), but offers no noteworthy protection against attacks. The fabric is still as soft as it's supposed to be and doesn't reduce the strength of any blows, while cutting and piercing weapons easily get through the barrier. Also, don't think you stay dry when you jump into a lake or something similar: The cloth won't be penetrated by the water, but it's not like there aren't any openings in a cloak...

The enchantment powers itself from the wearer's own magic, even if it's an earth pony or pegasus. The required amount is small enough.

How does it look:
Like a normal cloak, with a small gem hidden in the neck clip to hold the enchantment.


Emergency Teleport:

Item name or description: Emergency Teleport

Availability: Uncommon (Produced in collaboration of Silvern Gleam and Prism)

Functions: Teleporting everything in a short radius to a preset location.

Purpose: Get the team out of trouble

How Sil got it: Self produced

How does it work exactly:
- The target location can be set by any unicorn who knows how to
- The artifact needs to be at the target location for setting it
- Upon teleportation literally everything within a radius of 2 meters is dematerialized and transported, even the floor and the air. The easiest option available without an intelligence guiding it.
- The sudden vacuum at the origin momentarily creates strong air currents until the void is filled.
- At the destination, the effect is much more damaging: The area of is cleared completely to make space for materialization and the excess energy from the dissolving matter wants to go somewhere. The strength resulting magical shockwave depends on the mass of the removed matter: Air has a relatively low density and won't have as much of an effect as solid matter. Anyway, it's not a good idea to stand in the blast radius, as you might be smashed into a wall, and said wall might even collapse if there was a lot of heavy material in the materialization area.
- The artifact stores some energy, but not enough if the teleporting distance is more than a few meters, as it's meant to cover only the basics. The still rather expensive rest (the cost grows quickly with distance) needs to come from the casting unicorn.
- Should the casting unicorn not have enough magic left, the teleportation will not be cancelled, but as much magic as possible will be gathered and the jump will cover the distance it can. The resulting magic exhaustion usually causes temporary loss of consciousness if not worse. Don't use magic for at least a week afterwards. (Your horn will painfully remind you of that if you try.)
- Because the area is cleared before materialization, there's little risk of suffocation should a teleportation fall short. In level terrain, it's relatively safe for the passengers if the resulting explosion (as mentioned above) doesn't cause trouble. In uneven terrain it's still possible to appear in great height or underground/underwater, and the explosion upon materialization might cause additional trouble.
- The enchantment isn't fully stabilized and deteriorates with every use. Effects may include deformation of the target area (different size, not a sphere anymore...), early exit from the teleport stream (materializing somewhere between origin and destination), unclean (de-)materialization (can have many effects, generally all of them are ugly), materialization doesn't happen (all you'll ever be is a mere magical signature, probably collapsing after some time. Consider yourself dead.)

How does it look:
There was no time to make actual jewelry out of it, so it's just a rough gem, half a hoof in size.


Modification of the 3-State Magical Communicators
5-State Magical Communicator:

Item name or description:  5-State Magical Communicator

Availability: Uncommon (Silvern has a set in possession)

Functions: A set set of artifacts which, at all times, share one of five 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:
- A central artifact acts as hub and keeps a link with all the other artifacts and makes sure they all share the same state at all times
- When one of the artifacts is set to another state, this change will be instantly transmitted to the other artifacts which will adapt this change as well.
- When an artifact moves out of range of the hub, the link breaks and the artifact becomes useless.
- The hub is set to keep a connection to Manehatten over a much farther distance (throughout Equestria), but needs a constant power supply to do so. It's not much, but enough to be noticable to an averagly skilled unicorn. It draws the energy passively while worn close to the body.
- The other artifacts technically need energy as well, but too little to be noticable (and you don't need to be a unicorn to use them).

How does it look:
Dull stones in different colors, depending on state.


Last edited by Syron on Tue May 06, 2014 7:34 pm; edited 4 times in total

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Re: The Artifact Registry

Post by Prism on Thu May 01, 2014 7:13 am

Hijinks wrote:Item name: Bag of holding

Availability: Bags of holding are created by enchanting a normal bag. They cost a lot, but Hijinks just stole hers to no biggy.

Functions: It's bigger on the inside! It's a normal bag but it can hold a lot more. It doesn't reduce weight though.

Purpose: The purpose of this bag is to help Hijinks by pulling out random and mundane objects that are usually found on the street on in houses, and using them to create comedic value. It will also be used in situations to give Hijinks an edge (An example of this is: onions and a small knife, which she will use to fake cry and manipulate others. Fun).

Where Hijinks got it: She stole it from a magic pony. It's not really that important.

Appearance: A small brown bag tied up with a thin piece of rope.

How it works: Magic. Ummmmmmmm a small pocket dimension? I don't actually know...

Limitations: No, I won't pull out a gas mask. I will only pull out mundane objects one can find on the street (Hijinks is a scavenger). Also, weight still plays in effect here so I will only use fairly light objects (though they don't have to be small, I could pull out stuff like a bag of popcorn or an animal balloon thingy.)


Sounds fine to me, just remember you are limited to the size of the bag opening for what you can put in and pull out and it will not be that large.

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Re: The Artifact Registry

Post by Prism on Fri May 02, 2014 3:22 am

Spoiler:
poiler]Syron]Since Skry is hopefully accepted soon, here are some other things that need approval before "Rebels in Greater Equestria" can really be started:

Weather Cloak:

Item name or description: Weather Cloak

Availability: Common (as in "Silvern Gleam can actually produce it with some effort")

Functions: A mostly normal travelling cloak that keeps wind and water away, with some magical support.

Purpose: Protection from weather

How Sil got it: Self produced

How does it work exactly:
While a pony wears it, the enchantment on the cloak creates a weak magical barrier throughout the fabric, making it inpenetrable for any kind of matter, as long as not much force is applied. It helps to keep wind and rain out, and as a result also provides additional warmth (warm air doesn't escape the cloak that easily), but offers no noteworthy protection against attacks. The fabric is still as soft as it's supposed to be and doesn't reduce the strength of any blows, while cutting and piercing weapons easily get through the barrier. Also, don't think you stay dry when you jump into a lake or something similar: The cloth won't be penetrated by the water, but it's not like there aren't any openings in a cloak...

The enchantment powers itself from the wearer's own magic, even if it's an earth pony or pegasus. The required amount is small enough.

How does it look:
Like a normal cloak, with a small gem hidden in the neck clip to hold the enchantment.


Emergency Teleport:

Item name or description: Emergency Teleport

Availability: Uncommon (Produced in collaboration of Silvern Gleam and Prism)

Functions: Teleporting everything in a short radius to a preset location.

Purpose: Get the team out of trouble

How Sil got it: Self produced

How does it work exactly:
- The target location can be set by any unicorn who knows how to
- The artifact needs to be at the target location for setting it
- Upon teleportation literally everything within a radius of 2 meters is dematerialized and transported, even the floor and the air. The easiest option available without an intelligence guiding it.
- The sudden vacuum at the destination momentarily creates strong air currents until the void is filled.
- At the destination, the effect is much more damaging: The area of is cleared completely to make space for materialization and the excess energy from the dissolving matter wants to go somewhere. The strength resulting magical shockwave depends on the mass of the removed matter: Air has a relatively low density and won't have as much of an effect as solid matter. Anyway, it's not a good idea to stand in the blast radius, as you might be smashed into a wall, and said wall might even collapse if there was a lot of heavy material in the materialization area.
- The artifact stores some energy, but not enough if the teleporting distance is more than a few meters, as it's meant to cover only the basics. The casting unicorn needs to supply the rest.

How does it look:
There was no time to make actual jewelry out of it, so it's just a rough gem, half a hoof in size.


Modification of the 3-State Magical Communicators
3-State Magical Communicator:

Item name or description:  5-State Magical Communicator

Availability: Uncommon (Silvern has a set in possession)

Functions: A set set of artifacts which, at all times, share one of five 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:
- A central artifact acts as hub and keeps a link with all the other artifacts and makes sure they all share the same state at all times
- When one of the artifacts is set to another state, this change will be instantly transmitted to the other artifacts which will adapt this change as well.
- When an artifact moves out of range of the hub, the link breaks and the artifact becomes useless.
- The hub is set to keep a connection to Manehatten over a much farther distance (throughout Equestria), but needs a constant power supply to do so. It's not much, but enough to be noticable to an averagly skilled unicorn. It draws the energy passively while worn close to the body.
- The other artifacts technically need energy as well, but too little to be noticable (and you don't need to be a unicorn to use them).

How does it look:
Dull stones in different colors, depending on state.
[/quote]


As going to be away for the weekend want to do this for you know I am happy with the clock and the 3-State Magical Communicator, but want to talk to you about the Emergency Teleport before I say anything so for now you can use the other, I will be back monday evening so talk then.




Emergency Teleport:

Item name or description: Emergency Teleport

Availability: Uncommon (Produced in collaboration of Silvern Gleam and Prism)

Functions: Teleporting everything in a short radius to a preset location.

Purpose: Get the team out of trouble

How Sil got it: Self produced

How does it work exactly:
- The target location can be set by any unicorn who knows how to
- The artifact needs to be at the target location for setting it
- Upon teleportation literally everything within a radius of 2 meters is dematerialized and transported, even the floor and the air. The easiest option available without an intelligence guiding it.
- The sudden vacuum at the origin momentarily creates strong air currents until the void is filled.
- At the destination, the effect is much more damaging: The area of is cleared completely to make space for materialization and the excess energy from the dissolving matter wants to go somewhere. The strength resulting magical shockwave depends on the mass of the removed matter: Air has a relatively low density and won't have as much of an effect as solid matter. Anyway, it's not a good idea to stand in the blast radius, as you might be smashed into a wall, and said wall might even collapse if there was a lot of heavy material in the materialization area.
- The artifact stores some energy, but not enough if the teleporting distance is more than a few meters, as it's meant to cover only the basics. The still rather expensive rest (the cost grows quickly with distance) needs to come from the casting unicorn.
- Should the casting unicorn not have enough magic left, the teleportation will not be cancelled, but as much magic as possible will be gathered and the jump will cover the distance it can. The resulting magic exhaustion usually causes temporary loss of consciousness if not worse. Don't use magic for at least a week afterwards. (Your horn will painfully remind you of that if you try.)
- Because the area is cleared before materialization, there's little risk of suffocation should a teleportation fall short. In level terrain, it's relatively safe for the passengers if the resulting explosion (as mentioned above) doesn't cause trouble. In uneven terrain it's still possible to appear in great height or underground/underwater, and the explosion upon materialization might cause additional trouble.
- The enchantment isn't fully stabilized and deteriorates with every use. Effects may include deformation of the target area (different size, not a sphere anymore...), early exit from the teleport stream (materializing somewhere between origin and destination), unclean (de-)materialization (can have many effects, generally all of them are ugly), materialization doesn't happen (all you'll ever be is a mere magical signature, probably collapsing after some time. Consider yourself dead.)

How does it look:
There was no time to make actual jewelry out of it, so it's just a rough gem, half a hoof in size.



Happy with the edits on the Teleport stone, Do keep track of dates its been used as that will affect things when someone else uses, and I am not cleaning up the mess if it goes wrong

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Re: The Artifact Registry

Post by Kioni on Fri Nov 28, 2014 3:12 am

Item name: Night Stalker

Availability: Family Keepsake that's been passed down. Unless your Kio's long lost brother then its one of a kind

Functions: This allows Kioni to gain temporary night vision. But it causes fatigue and repeated use can make him pass out. Although in order for the item to continue working it needs to be held in his claw. Left or right doesn't matter but the moment it leaves his night vision goes bye bye. 

Purpose: This is to make sure that Kioni has an upper hand when it comes to thieving. If needed to search a super dark area then he can quickly go through it and loot everything. This is only a night time item and using it in day would probably blind him. This also isn't supposed to be used in combat due to him needing to use a claw in order to use it and it makes him tired as well.

How Kio got it: Story has it that his Grandfather received this from a Unicorn for helping them out with something. Then it was passed on to his father who Kioni may of sort of borrowed it without asking. You heard nothing!


Description of what this item does in semi-mechanical terms: Taking the amulet and uttering a phrase creates a small magic magic field around the user's eyes that brighten up areas. Although when it stops working then it causes headaches due to your eyes having to adjust so suddenly. 


Description of the item's appearance: An amulet that's completely black. Has something that resembles an eye in the middle that shines a small light whenever its active. 
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Re: The Artifact Registry

Post by Prism on Wed Dec 10, 2014 8:43 pm

Kioni wrote:Item name: Night Stalker

Availability: Family Keepsake that's been passed down. Unless your Kio's long lost brother then its one of a kind

Functions: This allows Kioni to gain temporary night vision. But it causes fatigue and repeated use can make him pass out. Although in order for the item to continue working it needs to be held in his claw. Left or right doesn't matter but the moment it leaves his night vision goes bye bye. 

Purpose: This is to make sure that Kioni has an upper hand when it comes to thieving. If needed to search a super dark area then he can quickly go through it and loot everything. This is only a night time item and using it in day would probably blind him. This also isn't supposed to be used in combat due to him needing to use a claw in order to use it and it makes him tired as well.

How Kio got it: Story has it that his Grandfather received this from a Unicorn for helping them out with something. Then it was passed on to his father who Kioni may of sort of borrowed it without asking. You heard nothing!


Description of what this item does in semi-mechanical terms: Taking the amulet and uttering a phrase creates a small magic magic field around the user's eyes that brighten up areas. Although when it stops working then it causes headaches due to your eyes having to adjust so suddenly. 


Description of the item's appearance: An amulet that's completely black. Has something that resembles an eye in the middle that shines a small light whenever its active. 


Reads all good to me, some nice set restriction on it and a limit to its use.

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Re: The Artifact Registry

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