Artifact Info Thread

The setting info counterpart to Key Threads. This now contains all major setting info data files and the setting Q&A.
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Dacchenburg Engine

Minor Powers:
* Organizes paperwork
* Prevents complexity from being an obsticle to business
* Increases its owner's proficiency in designing new cybernetics, particularly for daemons
* Increases its owner's proficiency in crafting
* Can apply runic logo-brands to things its owner owns
* Slightly muddles the minds of people trying to commit corporate espionage against its owner
* Create vitalizing coffee
* Create energy-granting-but-resentment-generating coffee
* Increases its owner's knowledge of local laws and loopholes in them
* Can produce obscuring smog

Major Powers:
* Auto-manages corporations that its owner is CEO/owner of
* Summons and controls a massive undead, robotic, and daemonic workforce
* Protects business ventures against financial difficulty
* Converts inefficient and cruel business practices into increased efficiency and success in business in the long run
* Mass creates, files, and manages paperwork
* Summons helpful tentacle monsters who help its owner dress rapidly and can exchange gear-sets mid-battle without negatively effecting its owner's speed or ability or perform actions
* Is able, if directed to, to rapidly pollute areas with industrial waste
* Increases mastery of Rune Magic, Necromancy, and math-based magic
* Can create factory-dungeons with the expenditure of time and/or mana
* Can develop new products with the expenditure of time and/or mana
* Traps the souls of workers and employees to keep working after death
* Increases its owner's charisma and helps its owner beguile people who would otherwise be unwilling to deal with daemon-corporations into being willing to accept deals with it
* Can build semi-unstable dimensional portals
* Can apply rune-slavery magic to individuals to force them into the work force if they are poor enough and unemployed
* Can rapidly increase an underdeveloped area's local technology levels, at the cost of massive increases in pollution and negative life-quality for all but the most elite members
* Is able to shield itself from being out-competed or blocked from entering areas by potential rival megacorps
* Is able to slowly and subtly change laws to become more accepting of its production methods

Prime Powers:
* Mass-produces items based off of templated things it absorbs
* Creates its own line of quality tailored goods
* Can, over time, convert worlds it is installed in into industrialized daemonic hellscapes
* Is possessed by the spirit of its original owner, who is an accomplished Rune Mage, Necromancer, Crafter, and Master of Puppets and is able to see through and operate all of its many parts
* Comes with twin executive-ambassador daemons who can run operations and operate as special agents on missions
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Tablets of the Seven Ancients

Note: This is a plot-important artifact with a nebulous power set. Information here is therefore kinda-incomplete and hasn't been fully fleshed out.

Minor Powers:
* Allows the understanding of all languages

Major Powers:
* Protection against Forbidden Magic
* Exorcism of Darkspawn

Prime Powers:
* Massive rituals to seal away Elder Horrors
* Serves as a channeling focus for an ancient pantheon of deities
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Dark Chosen Regalia

Note: This is a plot-important artifact with a nebulous power set. Information here is therefore kinda-incomplete and hasn't been fully fleshed out.

Minor Powers:
* Can melt ice
* Makes its wielder harder to see if desired

Major Powers:
* Can remove negative/evil connotations of Darkness-element powers
* Creation and control of the element Darkness
* The wielder can be challenged for control of the artifact, and, if defeated, loses Chosen status

Prime Powers:
* Increased power when using Darkness
* Lets its wielder be a Chosen
* A nebulous destiny
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Energy Chosen Regalia

Note: This is a plot-important artifact with a nebulous power set. Information here is therefore kinda-incomplete and hasn't been fully fleshed out.

Minor Powers:
* Increases affinity for bows

Major Powers:
* Makes its wielder really energetic if desired
* Can serve as a power source for things
* Creation and control of the element Energy
* The wielder can be challenged for control of the artifact, and, if defeated, loses Chosen status

Prime Powers:
* Increased power when using Energy
* Lets its wielder be a Chosen
* A nebulous destiny
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Malantres

Note: This is a plot-important artifact with a nebulous power set. Information here is therefore kinda-incomplete and hasn't been fully fleshed out.

Minor Powers:
* Impresses lesser demons

Major Powers:
* Control over air
* Summoning air-element demons
* Increasing the local spawn rate of air-element demons and the odds of eventually spawning a unique
* Has some wish magic
* Grants its wielder power as a demon
* Intelligent

Prime Powers:
* Formerly could mass-affect demons across the primary universe based on its circumstances and alterations to it, but Morrisant tweaked this
* Formerly was used as a focus to prevent demons from being as chaotic as they otherwise might be and keeping them under daemons' collective thumb, but this got sorta-modified as part of the above alteration
* Theoretically allows occasional demonic elemental super-attacks
* Makes Air count as a T2 nonbase element with the right ability backing
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Naphlus

Note: This is a plot-important artifact with a nebulous power set. Information here is therefore kinda-incomplete and hasn't been fully fleshed out.

Minor Powers:
* Impresses lesser demons

Major Powers:
* Control over fire
* Summoning fire-element demons
* Increasing the local spawn rate of fire-element demons and the odds of eventually spawning a unique
* Contains an inferno-city
* Can be used to breed phoenixes
* Has some wish magic
* Grants its wielder power as a demon
* Intelligent

Prime Powers:
* Formerly could mass-affect demons across the primary universe based on its circumstances and alterations to it, but Morrisant tweaked this
* Formerly was used as a focus to prevent demons from being as chaotic as they otherwise might be and keeping them under daemons' collective thumb, but this got sorta-modified as part of the above alteration
* Theoretically allows occasional demonic elemental super-attacks
* Makes Fire count as a T2 nonbase element with the right ability backing
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Hypnotic Fanny Pack of Ronnie Quoz

Minor Powers:
* Carries stuff with reduced weight
* Can spatially hold large figures, with capacity being increased if the figures are either for tabletop minatures wargames or of anime characters, prevents travel damage from such figures hitting each other or the fanny pack bumping into things
* Does not get wet or leak if filled with mayonaise
* Can, if either empty or filled with mayonaise, create granola that looks healthy, but isn't, but lets the wearer survive on this despite that
* Can develop photos if undeveloped film or a digital camera with stored pictures is placed in it
* Instinctively nudges airport security personnel to check the bag's contents for contraband, but in the process distracts them from checking other things
* Increases tacky powers
* Slowly causes people near it to gain weight unless they are aware of this power and don't want to or unless they are partially fictional or conceptual entities
* Pays its wearer's bills without active action from its wearer using its own income stream, but only if it wearer isn't living at an unusually opulant overall standard of living for their level or overall pre-fannypack-acquisition level of career success (whichever would be less restrictive)
* Sometimes gives its wearer money, but only when they would spontaneously spend it on collectables or junk food instead of saving or investing it
* Helps its wearer subconsciously track down stolen property
* Subtly and remotely increases the lifespan and motivation levels of authors, idols, and voice actors the wearer likes (including graven image constructs that offer low-end divine powers), this increase is boosted if they see the wearer wearing the fanny back
* Induces a desire to shake hands with the wearer when the wearer offers such, with this effect increased against idol singers and pawn shop owners
* Passively launders worn and unworn clothes at a slow rate
* Increases the focus, centering, and optimal lighting conditions of photos taken by the wearer
* Makes the wearer more likely to be on time for trains
* Slightly increases the speed of mopeds the wearer is driving
* Optionally allows its wearer to increase the surfacy tension of mayonaise so that it can be grabbed and does not goopily break apart when held or thrown to impact something
* Protects its wearer's computer against viruses and slowly gives it more storage space over time
* Prevents indoor plants near wearer from dying of neglect
* Slowly cleans areas near wearer when wearer is sleeping, but makes sure wearer knows where cleaned-up objects are instinctively
* Increases the wearer's confidence that they are correct
* Prevents the wearer from getting food debris on the wearer's own property (such as dust from cheese snacks via touch)

Major Powers:
* Offers some protection against gaze-based attacks
* Can create semi-real-ish projetions of fictional characters that are only tangible to the wearer that are loyal toward the wearer (and optionally romantically/sexually interested in the wearer), with these projections being unable to travel more than a few miles from the fanny pack, unable to possess powers beyond flight, the ability to become invisible to non-wearer individuals, average intelligence and analytical ability, and the ability to make flashy magic-ish sfx; intelligence and range decrease as multiple are manifested at once
* Helps the wearer win arguments, with (stacking) increased effect over the internet and in relation to traditionally-nerdy topics
* Helps its wearer win contests to obtain non-combat-powerful-but-rare mechandise related to their hobbies, with this effect being an alignment of what is 'right and proper' with the world and the 'hypnosis' of ongoing events on a non-tangible, non-directly-person-based level rather than luck or fate manipulation, with this property being increased if the contest proctor sees the fanny pack being worn
* Reduces the nearby rates of unexpected large/powerful things spawning because it is hungry for ambient mana and inefficient in terms of powering itself up with it
* Grants strength boosts when television shows, fictional characters, or games the wearer likes are insulted by others
* Increases the wearer's proficiency with card games, video games, and tabletop miniature games such that the wearer qualifies to play at a 'professional' level when participating in events where such qualification would be possible, but does not maintain these skill increases except in situations where their loss would result in a loss of 'professional' status

Prime Powers:
* Sight-based hypnosis that causes charm, sleep, or confusion
* Makes people want to look at its wielder and to not avert their gaze even if they on some level really rather would, can be used to force gaze-contact with gaze-based things like medusa heads and basalisk patterns that are kept on the belt next to the fanny pack
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Rose

Minor Powers:
* Speak to plants
* Detect plants
* Create permenent replicas of itself that lack special powers as exquisite art objects
* Can emit light
* Can create fireworks
* Can induce growth in plants
* Can give its wielder disconnected crystal wings that permit flight
* Can persuade bindings to release its wielder
* Improves knowledge of martial arts through the study of its beauty
* Allows for passive plant-empathy
* Can create crystal face-masks that prevent its wielder from having to breathe
* Can create water
* Can create fire
* Can be used like a piece of flint to generate sparks
* Can tame horses who make visual contact with it
* Can make elegant clothing out of bendable crystal
* Can make very fancy chandeliers and mirrors
* Can create crystal computers to process data
* Lets its wielder breathe underwater
* Can make rocks and minerals edible and tasty, with tastiness increasing based on value
* Makes its wielder immune to pressure deep underwater and air thinness at high altitudes
* Can detect magic
* Can analyze magical auras
* Can sometimes pull curses off of people and contain them in crystal objects
* Can make objects lighter
* Can change the colors of objects
* Can create crystal quills whose ink turns a different color if someone is lying in writing or insincerely signing something
* Can create crystal animals and use them to trigger traps
* Can create basic traps out of crystal
* Can create minor poisons
* Can purify food and drink that it touches, including of poisons
* Can create crystal flecks that can be used as a spice to increase the effect of food consumables slightly
* Can detect nearby artifacts
* Can sorta control the weather via water-creation and geomancy manipulation
* Can create crystal vine-drills and burrow

Major Powers:
* Petrify nearly-slain opponents as crystal statues so that they cannot easily be resurrected and can be used as decorations
* End droughts and reverse desertification
* Create replicas of itself that can be used as foci for long-range and interdimensional communication
* Create crystalline portal arches (optionally with sentient semi-programmed crystal defense vines)
* Store items inside crystals that act like single-item bags of holding
* Bud off copies of itself that have partial, weaker versions of its powers
* Create auto-updating crystal maps of areas that include special infrastructure and town-development displays that can be used to identify what the easiest civil improvements that can be made are that will have the most positive impact
* Create crystal servants
* Summon standard-planar-being-alignment-ignoring crystalline Celestials from bizarre, far-off celestial realms
* Protects against psychic attacks
* Can resurrect defeated foes as undead with crystal vines running through their bodies
* Can create masses of crystal vines that grapple and restrain people
* Can create ambulatory crystalline masses that attack designated targets and can destroy and overtake cities, replacing their spawn tables and altering their mana patterns
* Can give people eternal youth
* Can be pre-programming with magical routines to go off if its owner is being blackmailed so that it can work to take out the blackmailer without direct action on the part of its wielder
* Can be pre-programmed so that, if stolen, it grows crystal thorns to prick the thief that inject a mind-effecting curse-poison that causes the thief to wreck their own life and return the Rose to its proper owner
* Can summon crystal-plant creatures and normal plant creatures, optionally making them permanent through the expenditure of mana
* Improves knowledge of and skill at horticulture/gardening/botany
* Optionally exudes an aura of awe that brings normal witnesses to their knees with rapturous weeping
* Is sentient and can offer advice, operates as a skilled Diviner for its Level
* Allows the control of chaos and permits additional direction in the re-formation of dimensions that were destroyed and are being put back together, particularly if chaos and catastrophes are involved
* Lets its wielder harden plants into crystal plants and improve their defenses
* Can make necromancy a type of psi
* Can flood areas
* Can create elaborate, intelligent, programmable, adaptable illusions that effect all senses and can inflict actual damage on people who believe they are there
* Can create pocket dimensions
* Can bring flying opponents down from the sky by causing heavy crystals to grow on them
* Can create giant mazes of crystal and plant
* Can tap into laylines and manipulate geomancy
* Can take the form of a beautiful crystalline woman and wield items like a person
* Can gather knowledge and transmit it to its owner in an instant data-dump via touch (as opposed to communicating it telepathically, which takes the time of normal telepathy)
* Can control ice and snow
* Can hypnotize people who stare at it
* Can create landshields and defensive fortifications
* Can create leadlike crystal layers that block divination
* Can charm elementals and make contracts with them that allow those specific elementals to be remotely summoned later
* Can detect if people are cursed
* Can detect doppelgangers and other disguised shapeshifters
* Can detect psychics
* Can make people both lost and lazy
* Can run simulations of events to detect likely outcomes based on known data
* Can dynamically be used as a source of retributive curses, including multi-generational ones and ones with triggered conditions of application
* Can build cities, fortresses, and, with application of mana, dungeons, out of crystal
* Increases swordfighting prowess, particularly when using fencing-based styles or chaos-magic-based styles
* Can create and use scrying mirrors
* Can create remote-operated and pre-programmed doppelgangers of its wielder that have limited powersets and much lower combat power, creating a max of one at a time, with the doppelgangers turning to piles of crystal dust on death/deactivation
* Can grab crystal vines to rope-trick out of areas into small pocket spaces
* Can create fog of dazzling powdered crystal
* It can make temporary crystal versions of gear of various types
* Discounts spellcasting and provides a secondary mana pool if needed
* Can cause earthquakes and cave-ins
* Can displace its wielder's position to make them harder to hit/dodge
* Can magically reflect attacks and fire magic lasers at people
* Can monitor if beings are alive or dead and track their conditions
* Can leave crystals in locations and spy through them, both visually and audibly
* Can create crystal sunglasses that can switch to infared, ultraviolet, magic-detecting, and/or blinding-light-blocking
* Enhances spellcasting
* Can create crystalline stagecoaches and set them with specific destinations, with crystal vines and celestials guarding them
* Can create crystal replicas of keys to open locks
* Can absorb unique jewels and crystals for new powers and potentially aspects, good at absorbs in general
* Just kind of sprouts new powers on the fly sometimes

Prime Powers:
* This is a Combat Artifact. On top of everything else, it's really good in battle, both offensively and defensively.
* Comes with a guardian celestial that can move between locations where the rose has grown crystals instantly that is competent in combat and that can learn new tyles of magic (with its versions having a gem-based tilt)
* Has a low but potent chance of using raw dimensional Chaos to instantly kill opponents who do not have sufficient Law-based warding and aren't highly tied to the firmament of reality
* Can reflect major-status-inflicting gaze attacks
* Can absorb spells from spellcasters weaker than its wielder
* Can create trap-roses, which are very hard to scan, and when touched or scanned in certain ways, pull targets into crystal demiplanes, which can be mazes and/or combat trials, with the combat trials sometimes being able to be against unique guardian entities

Things it as been proven not to do at present:
* It cannot summon armies of umbrals
* It cannot mass-gather treasure using gravity manipulation
* It cannot store souls of killed opponents
* It cannot mass produce true elemental Crystals
* It cannot cause massive islands and other large landmasses to fly through the sky
* It cannot ward dimensions off from contact
* It cannot replicate other artifacts
* It cannot create full-power replicas of itself
* It cannot replicate rare, powerful gear
* It cannot be used as a deity-equivalent source of divine magic or fake being an archfiend
* It cannot go off on full quests to other dimensions unaccompanied without taking a slot
* It cannot be flashed like a badge of office that is automatically accepted by nobles as something that out-ranks them
* It cannot locate Talrusion's artifacts across dimensions
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Scales of Endless Hunger

Minor Powers:
* Prevents hunger, thirst, and tiredness in wielder
* Passively increases business acumen
* Detects foodstuffs
* Detects starving beings
* Detects savvy merchants
* Can quickly compile reports on a world's resources, how supply chains move those resources between areas, and what the weaknesses in those supply chains are
* Can amplify the chances that those who die of starvation rise up as unquiet undead
* Can measure weights extremely quickly
* Can count large numbers or measure large quantities of things quickly
* Can detect unfair trades and dishonest bargains
* Can detect if better deals can be found on the same products within areas that its wielder (or a designated individual with less movement ability than its wielder) can easily reach (with effectiveness decreasing sharply across planets/dimensions)

Major Powers:
* Commerce control over wide areas, with a focus on driving prices of necessary goods to unreasonable levels while keeping luxuries affordable for the rich
* The ability to ride from one world to other planets and dimensions
* Causes droughts and desertification
* Can make foodstuffs edible/nutritious only to select groups
* Can alter entities so that they require food to live
* Can create vast and lavish feasts
* Slowly transforms its wielder into a Fiend

Prime Powers:
* Causes famines; destroys foods, crops, and things capable of becoming foods
* Can cause extreme hunger and ultra-rapidly accelerate the effects of starvation
* The ability to doom and destroy worlds (with a focus on irrecoverable famines and resource shortages)
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Doctor Grooze's Stunningly Complex Camera

Minor Powers:
* Causes people who ridicule its wielder to have embarrassing incidents involving gravy.
* Passively twists fate to induce promotions of its wielder to progressively-fancier jobs with more free time, less actual work, and larger offices (particularly ones with large amounts of display space).
* Attracts camera enthusiasts.
* Contains a fishing mini-game and a bop-it-like mini-game that are required to use certain features.
* Causes people's prearranged excuses to leave conversations with the wielder early to transparently fall through.
* Prevents its wielder from spilling things on it or on themselves.
* Causes people to immediately recognize important jobs, titles, awards, and duties that its wielder holds, but not when their doing so would cause its wielder more work.
* Can photograph invisible/incorporeal undead and spirits with the right button combinations.
* Can make people smile with the right button combination.
* Can make people keep their eyes open and remain attentive with the right button combination.
* Can dilate time and optimize photograph moments with the right button combinations. Auto-activates the time-dilation to let its wielder key in the complex button sequences.
* Can add the photographer to photos without the photographer moving with the right button combination.
* Includes an activatable sepia filter option.
* Helps its wielder memorize the complex actions needed to make its features work after they manage to activate them the first time
* Can print its photos, eject rolls of film with the photos on them, or transfer its photos digitally
* Can spray clouds of ink at people who aren't the wielder; particularly tends to use this when they try to mess with it
* Can switch to night-vision, infared, and lifesight modes
* Includes a built-in geiger counter
* Has a deployable tripod.
* Includes a thermometer, a barometer, and an altimeter
* Includes both photo and video modes
* Becomes more complex in proportion to how much less educated someone attempting to figure it out is than its true wielder
* Slightly increases the odds that its wielder's work will be published when its wielder desires such

Major Powers:
* Confuses people who try to use it (particularly the first few times).
* Passively induces local wildlife to engage in dramatic, showy fights that do not involve the wielder; has a similar effect on duelists and martial artists
* Fiddling with it induces people to come over to try to show you how to use the camera properly, but causes them to mess up and activate the wrong features, followed by providing the true wielder knowledge of how to perform the correct sequence of adjustments and actions to activate the desired feature, allowing the wielder to experience a sense of superiority and demonstrate phenomenal skill in the operation of highly-complex camera technology that leaves even other pro photographers baffled.
* Has an activatable x-ray mode that can see through walls and objects that would obstruct the optimal view of the intended target.
* Reduces the nearby rates of unexpected large/powerful things spawning because it is hungry for ambient mana and inefficient in terms of powering itself up with it
* Develops new hidden features over time.

Prime Powers:
* Can alter weather and lighting conditions to improve photo quality with the right button combinations.
* Can zoom really well, allowing for specialized shots like a microscopic-level shot of a specific bacteria on the moon (with the right combination of button presses).
* Can photograph the past with the right button combination.
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Lamp of the Wishmaster

Minor Powers:
* Can generate light
* Lets its wielder speak to genies and elementals regardless of language
* Allows flight on a conjured magic carpet
* Can produce desert-appropriate royal finery for its wielder
* Can open some locked dungeons when presented to their entrances
* Lets its wielder detect and identify genies and wish magic
* Makes individuals nervous to ask its possessor for more than three favors, with time not diminishing this effect (but deliberate effort by its wielder being able to)

Major Powers:
* Can bind massive numbers of genies and elementals, serving as a single focus-object for all the bindings
* Contains an interior desert-palace-world

Prime Powers:
* Offers great command over potent wish-magic
* Gives control over reality-warping forces, offering more control the more similar they are to wish magic. Wish magic falls under heavy control of the wielder. Divine Magic Miracles as cast by a priest, being (relatively) common and often related in terms of magic theory to wishes, get moderate control. More esoteric things get less.
* Has a particularly potent genie bound in it, though this genie is currently inactive
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Labyrinthine Tome

Minor Powers:
* Passively automaps
* Prevents its wielder from getting lost
* Detects random dungeons and their Level ranges/themes
* Lets its wielder and its wielder's companions teleport to the nearest dungeon
* Unlocks sealed dungeons
* Makes its wielder really good at solving mazes
* Improves its wielder's knowledge of architecture

Major Powers:
* Scans dungeons and provides information about them
* Allows its wielder to commune with random dungeons
* Allows its wielder to store, transport, and relocate random dungeons that do not have unique beings anchoring them in place
* Grows dungeons that its wielder is in passively over time, increasing their maximum interior spatial dimensions and overall size / max mana capacity
* Lets its wielder create maze-dimensions and jump into them as a defense
* Lets its wielder cast opponents into dimensional mazes (which may optionally have an exit back to reality)
* Can turn its wielder into a geometric or 2-D being as a defense
* Allows merger with buildings
* Gives spawn-table-activation abilities that let its wielder forcibly make local spawn tables spawn specific things within their parameters if they have enough mana; these powers are enhanced in random dungeons
* Lets its wielder understand and operate within a 4D environment where one already exists
* Can create portals and gates (with the ability to make ones leading to dungeons permanent through mana expenditure)

Prime Powers:
* Lets its wielder create new random dungeons and embed them in worlds
* Manipulates random dungeon layouts and controls encounters in them
* Can hostilely seize control/ownership of dungeons
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Writhing Idol

Minor Powers:
* Allows its master to engage in excessive vice (gluttony, lust, etc) while passing any physically-detrimental/unwanted effects of this vice onto members of one of its master's cults
* Apes the notion of intelligence, sometimes acting as though it has a will of its own, but actually only displays its master's subconscious desires or those its cults have declared it to have
* Is able to be in multiple places at once, serving as the focal idols of multiple cults
* Can change its shape/size/overall appearance
* Subtly encourages people in communities where cults based around it are located to take up the wearing of disguises, masks, and finery
* Can create elaborate props for cults
* Can create outfits for its master that change based on which of its master's cults its master is near
* Manipulates events near it so that its master's earthly wants and desires are satisfied
* Can generate feasts of fine food, fine drink, and fine drugs
* Can cause fits of pain and hallucinatory visions that experiencers are apt to ascribe divine or prophetic meaning to

Major Powers:
* Makes the weak-minded more apt to believe anything its master says
* Lets its wielder appear to the weak-minded as a significant or revered member of their religion's hierarchy
* Passively induces communities to engage in festivals and bacchanalia, with the reasons and origins of these festivities and their peculiarities falling into a progressively-deeper haze of unknowing while also slowly encouraging a descent into further societal decay and depravity
* Allows its master to channel the power of dead planetary deities to cut worshipers of living gods away from the source of their divine magic
* Lets its master draw power from dead gods
* Lets its master draw power from the sacrifice of sentient beings, with particular boosts from the sacrifice of notable divine servants
* Obscures its master's true identity
* Allows its master to teleport between different locations that its master has set up cults (with this power functioning better while its master is unobserved)
* Can redirect harm dealt to its master to its physical elements
* Improves the power of dark, demonic, and illusory magic
* Allows the profane to count as sacred through it and the sacred to count as profane
* Guards its master's mind, allowing its master to remain wholly in command of his or her own mental faculties even should its cults conjure up elder horrors or other mind-wrenching atrocities
* Encourages slavish loyalty and devotion to its master (taking the role of 'high priest') from its cultists; psychically compels its cultists to lay down their lives for its master
* Immediately clears its master's mind and attention should one of its master's cults, one of its physical embodiments, or its master directly be in immediate danger
* Alters local laws and regulations to become more permissive of its cults' activities and ultimate goals over time
* Enhances the power of ritual magic and summoning when they are engaged in front of its representations and sufficient sacrifices are offered

Prime Powers:
* Establishes cults, creating elaborate histories, laws, and rituals for them if its master desires, and psychically attracts people to join these cults
* Draws worshipers whose faith is wavering away from true deities
* Serves as a source of divine magic for its master that provides all manner of powers without requiring actual service to any laws or commandments
* Allows its master to permit others access to this divine magic flow, with its master being able to set conditionals on this access
* Stifles divine magic in its presence and its master's presence; blinds the gods to what transpires in areas where its cults are present and works against intervention or godly visitation
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Abominable Murmur

Minor Powers:
* Is generally noisy, but at the periphery of people's hearing
* Can obscure or amplify noises
* Can induce madness and cause persistent mental disorders and/or curses that cause individuals to hear malicious voices
* Causes unease and uncertainty by proximity (but does not normally hit its wielder with them)
* Is able to make people around it hear different things than what is actually being said
* Gives its wielder telepathy; allows its wielder to use telepathy in other voices / obscure its identity when using telepathy
* Increases its wielder's intelligence, patience, emotional detachment, pragmatism, spite, and contempt

Major Powers:
* Permits the merger of biotechnology and devil-magic
* Causes individuals who could possibly deal with the problems it is causing to consistently prioritize other things higher than dealing with it (i.e. yes, there are people being kidnapped by that mad scientist on 2nd street who is taking out parts of their core essence, but there's a real problem with gangs holding up stores down on 8th, and we should really focus on the gangs) or accept the researcher's depredations as an inevitable fact of life (which is, to those afflicted with this view, inevitably filled with terrible things) until it is providing a direct threat to those specific individuals
* Lets its wielder convert corpses and the spirits of the dead into biothaumaturgic slurry; biothaumaturgic slurry, notably, exists in a state that is simultaneously physical and spiritual, and this artifact's creation of it allows the artifact's wielder practice working with this abstandard state of matter, which, while not an inherent power of the artifact, could allow the wielder the ability to manipulate physical forces as though they were spiritual ones, the ability to manipulate spiritual forces as though they were physical ones, the ability to make both interface with other forces that they normally wouldn't (i.e. gravity affecting spirits passing to the afterlife or an individual's faith causing fluctuations in temperature), and the ability to make mana patterns do things that they normally shouldn't (like an entity gaining enough XP to gain a Level and instead spawning a treasure in its stomach like it's a chest)
* Allows the creation and tailoring of diseases
* Improves dissection and analysis abilities
* Improves scanning/divination and allows analysis of reality's base components and how they interact with each other in reliable (or unreliable) patterns
* If its wielder is about to do something periously stupid or self-destructive that endangers progress towards the Great Work, it is able to nudge, and potentially seize, control to get things back on a more stable path towards further success

Prime Powers:
* This artifact is highly intelligent and highly motivated. Its primary guiding intelligence is a Fiend that seeks to create and merge with a biological, self-improving hell-plane that is using successive scientific experiments to determine why certain properties of individuals (pure of heart, strong of faith, virgin, etc) make for greater power through dark-magic ritual sacrifice and how to best exploit these properties to optimize the creation, expansion, and control of these biodiabolical forces; the Murmer deliberately allowed itself into the Warehouse's stockpile after going through enough mortal scientists and occultists on its own to reach the point where it has determined itself 'useful' enough to be actively used by Arena Members, who it has deduced have the capacity to rapidly catapult it (and its work) to greater heights of success with notable speed compared to other methods
* The item's former wielders merge with it upon death. Those who did not accomplish anything notable with it or significantly further its 'Great Work' are brought aboard as vague shadows of themselves who offer murmered advice at the periphery, wheras those who made significant contributions to the artifact's research are made the arch-devils of its interior researcher-pantheon, fully in possession of their personalities and mental faculties; right now it has two sarcastic, bitter, yet ultimately helpful archdevil-scientists in there and a whole bunch of mindshadows
* It allows the extraction of the factors that serve as purposes for life / generally make life worth living from its experimental victims; entities do not recover from this procedure and always possess a level of spiritual emptiness afterwards; the damage to their mana patterns is permanent and can be immediately noticed as 'deeply wrong' by anyone with familiarity with entity mana patterns examining them
* This essence is then perverted and converted into a spiritual substance that can be combined with protomatter to create unflaggingly-loyal, highly-customizable bio-devils in mass numbers
* Lets its wielder, upon death, to trigger preset biothaumaturgic self-modifications to assume the form of a biological devil-horror with numerous appendages and unrestrained power
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Master Control System

Minor Powers:
* The ability to speak to machines
* The ability to conjure a keyboard in midair, type on it, and send messages to people
* The ability to view data from your mind or devices you own / have accessed on screens that are either only visible to you or are physically projected and able to be moved around / resized
* The ability to automate the body while fighting, slipping back into your own mind and letting programmed commands handle moving your body in combat, with this programming control being more effective at aiming long-ranged attacks and dodging at range than in close-up fighting
* The ability to extend how long you have to mentally process/consider actions - with this boost specifically not speeding up psi or actual mental combat with mindshadows or the like, only enhancing decision-making time when your mind isn't under psychic attack
* Control of nanobots and drones that have little direct combat utility for their level, but can quickly perform mundane tasks

Major Powers:
* Notably increases programming ability
* The ability to enter virtual realms
* The ability to set up / create new virtual realms, including the power to change how a world's computer systems work and create a VR world where one wasn't before
* The ability to heal computers / purge them of viruses and malware
* The ability to shield computing systems and block unwanted access
* The ability to encrypt or unencrypt information at will (including in non-computer mediums like books or speech); includes the ability to designate others as being able to break specific forms of encryption you make
* The ability to mentally mass-process data, with this ability being able to be augmented by connecting the processing power of owned computers directly to the brain through the system, using them as secondary brains to increase personal processing power
* The ability to program things in the manner of digital contingency-equivalents
* The ability to turn into a quasi-ethereal data-being
* The ability to travel through electronic and internet connections
* The ability to automatically understand how machines work and how to build/repair/replicate/control/hack them
* Control of configurable option-bits in combat that fly around you and can shoot various attacks

Prime Powers:
* Allows for extensive technopathy / machine control / remote machine control
* Incredible hacking powers
* The abiliy to remotely build and reprogram robots anywhere you can see/access, whether it be through scrying, through a computer connection, through a video feed, or through other means
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Joker's Deck

Minor Powers:
* A sense of what card is what just from looking at the back
* A sense of who is in a romantic or sexual relationship with who
* A sense for how rich people are
* A sense of how well military conflicts are going
* A sense of how well-trained a given naval force is
* A sense for what financial problems people are having
* A sense for whether or not a corpse is likely to be discovered at a given location
* A sense for how corrupt or lawful officers of the law or officials running gambling establishments are
* A sense for how willing someone is or isn't to gamble
* The ability to tell where the nearest legal and nearest illegal gambling game are

Major Powers:
* Improves lying ability
* Improves its wielder's ability to set people up in romantic relationships / find good romantic matches for people / help keep relationships intact
* Improves the long-term effect of charitable giving its wielder participates in
* Improves its wielder's ability to acquire wealth and the passive wealth production of holdings/businesses of its wielder
* Makes its wielder less likely to be discovered as having committed crimes, particularly murder
* Improves its wielder's ability to press people into service/slavery/involuntary military enlistment without later backlash against the wielder
* Improves control of chaos magic and random powers
* Amplifies the effect of weaknesses/resistances

Prime Powers:
* Greatly improves skill at card games
* Greatly improves luck
* Greatly improves the ability to cheat without getting caught, particularly at card games
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

Crown of Primordial Ice

Minor Powers:
* The ability to detect what temperature an area / person / object is
* The ability to 'freeze' light sources so that they provide a steady, constant amount of light rather than flickering or dimming over time
* The ability to cool off objects and survive in unusually hot climates
* The ability to create purified water in large quantities
* Improves its wielder's resistance to becoming lonely
* Prevents its wielder from aging unwillingly
* The ability to detect who owns a structure or piece of land
* The ability to bless plants to make them grow normally in the cold
* The ability to grant people a limited degree of resistance to cold environments
* The ability to make ice shine with an inner light or to drink light away
* Keeps its wielder's property from suffering minor durability damage from use over time and requiring repair
* The ability to detect who is imprisoned in a given prison
* The ability to cause clouds to form (and, optionally, begin snowing / sleeting / hailing / cause a blizzard)
* Makes its wielder's skin cold to the touch and causes frost to form on surfaces near its wearer, even in desert or volcanic environments

Major Powers:
* The ability to survive in extreme cold
* The ability to increase the strength, coldness, durability, and melt-resistance of ice/snow
* Passively enhances ancient magic
* Improves the use of Ice against abstandard elements
* Lets its wearer lock an area in a state of eternal cold/winter even if it normally lacks such a season
* Improves its wearer's ability to comprehend and utilize complex magic
* Lets its wielder freeze defeated foes in a state of frozen petrification or ice-based sealing instead of killing them
* Lets its wielder establish new empires in unclaimed areas that are highly cold
* Can freeze beings' links with their patron deities, blocking divine magic
* The ability to shape ice and snow, including the ability to sculpt massive ice fortresses in an instant
* The ability to create and control golems and colossi of ice and snow
* Greatly fortifies the bonds between its wearer and its wearer's allies, preventing friendships and alliances from degrading over time, instead leaving them frozen in their most-positive state unless direct action to break them is taken
- This power can be extended to let its wielder reach allies with magic / assistance / channeling links when they would otherwise be unreachable or hard to connect to
* Can lock its wielder's status in place and makes its wielder harder to affect, particularly with debuffs and negative status effects
* Can freeze degenerative / bleeding / poison / disease / decay / wearing-out type effects
* Makes its wearer's servants/creations less likely to rebel; immediately strips them of divine power if they do
* Increases wearer's powers against beings, particularly gods, that wearer is older than

Prime Powers:
* The ability to freeze things across the ages in unmelting ice
* The ability to interdict actions and freeze their performers in place
* The ability to freeze stars and star-based entities; the effect is increased against Solar Beings, Arch-Solars, sun deities, and beings with direct connections to said powers
* The ability to extend ice to surmount space and time: space cannot be bent because it is frozen in place, time is locked on its course and cannot be undone, time may become frozen but the crown lets its wearer move while all matter is stilled, etc
* Can free ancient titans from their bindings
* Can place divine beings into a sealed stasis
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Manifold Paladin's Regalia

Minor Powers:
* Makes individuals recognize the wearer as a true hero (provided such is true) and eiminates unwarranted suspicion of the wearer from people the wearer is trying to help / quest on behalf of
* The ability to detect the general morals/alignment of individuals
* Greatly increases the odds that people who need assistance will give the wearer quests, provided that doing so will not interrupt other, more crucial, quests that the wielder has already been assigned
* Improves healing and support powers some
* The ability to see who is entrapped in daemonic bargains, devil pacts, and similar dark magics
* The ability to see and comprehend the nature of curses
* The ability to radiate calm and bring peace to quarrels
* The ability to not harm the innocent with blade strikes, boosted for those who know the art of the Graceblade
* The ability to sense threats to reality
* The ability to sense the nearest Endbringer cultist
* Bolsters the spread of true stories of the wielder's heroic deeds
* Increases the wielder's command of elements and element-based powers

Major Powers:
* Improves existing Paladin powers and Holy Magic
* Improves Divine Magic, doubly so if Kriele is the wielder's patron deity
* Increases combat ability against minions of Valcont
* Wards against element-based control, including low-end versions of Source Guardian control
* The ability to banish/unsummon/seal demons, devils, daemons, and other lower-planar beings
* The artifact on-the-fly swaps equipped gear, optimizing it for what would be most effective against opponents
* The ability to channel unequipped gear's powers, swapping it for that of visually-equipped gear (this can also be real-time managed by the artifact based on battle conditions)
* Boosts the wearer's connection to allies, increasing synchronization of combo moves, ability to help one another, and the strength of channeling link-ups
* The ability to walk between dimensions
* The ability to travel to nearby alternate timelines
* The ability to attack and destroy curses and fate-bindings
* The ability, through command of elemental Destruction, to destroy (some) evil beings without triggering their mandatory defensive to-be-killed conditionals (i.e. defeating a lich without finding and physically destroying the phylactery)
* The ability, through command of elemental Life, to not die when doing so would leave innocents without protection
* The ability, through command of elemental Time, to undo collateral damage and the damage caused by villains the wearer has defeated
* The ability, through command of elemental Spatial, to warp to the location of the nearest situation that could use heroic intervention
* The ability, through command of elemental Fate, to free people from unwise bargains they made with dark powers / dark magics, sundering the contracts in question
* The ability, through command of elemental Fortune, to create possibilities when reality auditing or fate magic has written that there can be none
* Establishes a strong connection to the wielder's patron deity that cannot be broken by standard means of breaking such
* Improves Paladin smite attacks; allows Divine Magic spells to smite like Holy Magic
* Prevents the affecting of the wielder via attacking/affecting a point in the wielder's past (or an ancestor of the wielder)

Prime Powers:
* This is a Combat Artifact; it's really good in battle, both offensively and defensively.
* Makes the wearer's personal timestream inviolate; this protection is greatly boosted against Time Devourers
* Makes the wearer impervious to energy and Level drain; this protection is greatly boosted against Undead and Elder Undead
* Makes the wearer impervious to being corrupted by outside forces; this protection is greatly boosted against Demons and Abhorrent Demons
* Allows the wearer to fight against earlier instances of foes who are benefiting from reactive adaptation, evading such defenses; this ability is greatly boosted against Nemesauthii
* Prevents unjust laws, including laws of reality, from preventing the wearer from accomplishing the wearer's aims; this protection is greatly boosted against Reality Auditers
* Prevents venoms from weakening its wielder during combat and purges them from the body after successful defeating their inflictors; this protection is greatly boosted against Serpent Blessed
* The wielder gains a series of stacking power boosts based on circumstances, becoming a hero of legend when necessary
- The wielder is fighting for massive stakes, like the fate of a world, universe, or multiverse
- The wielder is facing off against a particularly notable and malicious foe
- The wielder has a group of heroic allies who are actively fighting alongside the wielder and supporting the wielder; celestials and members of the Knightly Orders are particularly effective in this ally role
- The wielder is working to defend allies and/or innocents
- The wielder is fighting on the side of love / defending an endangered lover
- The wielder is fighting on the side of justice or trying to depose an individual who has usurped rule of an area through unlawful means
- The wielder is fighting against servants of Valcont or those who would use their powers
- The wielder is fighting against Harkala or servants thereof
- The wielder is questing on behalf of Kriele or one of her Knightly Orders

Things it as been proven not to do at present:
* It cannot provide its powers to individuals who are evil, fighting against Kriele's aims, assisting Valcont, or acting in a manifestly un-heroic or un-paladin-like manner
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Silver Implements

Minor Powers:
* The ability to see fates present on individuals
* The ability to read all common/normal and all mystic languages
* The ability for unusual summons and ongoing ritual effects to not have their presence or performance challenged or questioned by commoners or people notably less powerful than the wielder
* Makes its wielder's summons, particularly ritual summons, harder to have control of stolen
* Lightly improves magic contingencies
* The ability to detect and analyze magic
* The ability to see and understand mana patterns
* The ability to view potential fates and possible futures
* The ability to conjure up blueprints of a city and its buildings
* The ability to track people through cities
* The ability to monitor a city's status and see what threats are menacing it
* The ability to see what technological developments a city is likely to next achieve, how long it will likely take the city to achieve them, and what actions can be taken to gently nudge the city towards particular branches of development
* The ability to conjure up accurate census data and information about a city's population
* The ability to measure the quantities of ingredients very precisely
* The ability to determine if a bargain is generally fair or not (with this ability not working well against active use of illusion magic)
* The ability to create large quantities of fine food
* Passively improves the impressions of weak planar and spiritual beings of the wielder
* The ability to remotely lock or unlock doors
* The ability to cause torches and lanterns to light with a glance and not consume their fuel while burning

Major Powers:
* Can fake (mass) human sacrifice / sacrifice of specific beings in rituals
* Alternatively, can empower actual sacrifices for purposes of ritual magic
* Can reset time when a ritual the wielder is performing is interrupted or fails
* Can syphon energy from beings to power rituals
* Provides a secondary reservoir of magical power
* Summons clones, alternate timeline versions, and mirror copies of the wielder as needed to serve as additional ritual performers
* The ability to see through illusions and obfuscations
* The ability to summon and bind unusual variants of planar beings
* The ability to replicate ritual components so as to be able to perform a ritual multiple times without consuming all of a rare resource
* The ability to assert local geomantic control and keep zones established through ritual preparations and wardings
* The ability to banish summons
* The ability to cage and bind summoned entities, storing them for later use or (with expenditure of XP) setting them on contingent tasks or trading them to other owners
* Passively bends time to perform rituals faster while mandating that no being may act faster than its wielder can respond to
* The ability to always possess wealth and resources
* Amplifies voodoo, magic art, magic cooking, and covert casting
* Improves the power of Persistant Enchantments created by its wielder
* Manipulates the base properties of local reality with magic to make them more receptive to the performance of ritual magic; this property can undo magic-nullifying zones or add magic to highly technological worlds that tend to resist overt spellcasting
* Allows the tracing of wards and barriers
* Keeps summons from rebelling
* Protects its wielder's possessions from destruction or theft
* The ability to make cities grow and prosper
* The ability to locally rewind time
* The ability to grant immortality and eternal youth (though the immortality granted does not protect against violence)
* The ability to perform rituals that transform mortals into planar beings or planar beings into different planar beings
* The ability to cause walls to become stronger
* The ability to increase a dungeon's structural integrity and resistance to unusual means of evading its encounters/puzzles/components
* The ability to perform rituals to convert Undead into Spirits and vice-versa
* The ability to perform a ritual to take the ability to summon away from a bound individual

Prime Powers:
* Greatly improves ritual magic
* The ability to bind planar beings and set them to tasks at odds with their normal morality

Things it as been proven not to do at present:
* It isn't actually directly cursed. A detailed analysis of it won't turn up anything wrong, because the artifact itself doesn't bring doom and isn't actively causing problems itself.
- There's a more insidious problem, though - the artifact itself doesn't have anything amiss on it; other random things throughout large portions of the known multiverse have 'responses' to the artifact written into their Mana Patterns; Forcystus did a good job of keeping them out of Nexus, but now he's gone, and the issues are starting to reveal themselves
- So taking it to some worlds is entirely fine - nothing there will respond to it negatively and the artifact itself, on its own, is safe
- Trying to 'uncurse' or 'fix' the artifact, though, is quite the endeavor: directly targeting it doesn't do anything because it isn't the problem; multiversal-scaled effects would be needed to remove all of the references to it from all the mana patterns across different, varied, often-warded dimensions
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Artifact Info Thread

Post by Modrageball »

The Angel Flayer's Knives

Minor Powers:
* The ability to preserve the body parts of hunted creatures / people / celestials
* The ability to stop organ/body part transplant rejection
* The ability to accelerate organ/body part transplant rejection
* Constantly causes the wielder to emit an aura of menace/disquiet/revulsion
* The ability to immediately recognize bodily weak points and how to best strike them
* Improves dismembering attacks
* The ability to induce severe pain
* Improved torture abilities
* The ability to guarantee information obtained through torture is accurate and useful
* The ability to designate a quarry and track them; this ability is improved and made cross-planar against celetials/angels/devas/etc
* The ability to make beings without nerves / who are otherwise normally immune able to feel pain
* The ability to make severed / skinned body parts continue bleeding indefinately
* Operates as a key to some structures and items in Yazbellan
* Marks the wielder as an Instrument of Old Yazbellan, giving them a place in its hierarchy as a servant (willing or unwilling) of Saretian
* Lets its wielder breathe a fake half-life into stuffed trophies, giving them a mocking semblance of their former life as not-quite-golem display pieces that aren't combat-effective but might make noise or feebly roam around

Major Powers:
* It can deal grievous physical bodily injury to beings that are spiritual, ethereal, or otherwise disembodied despite normal inabilities of such bodies to acquire wounds
* The ability to harvest bodily materials from beings that generally don't drop them / can't have them harvested
* Enhances mad-scitentist vivisection-spilicing abilities, allowing body parts from beings to be grafted onto other, highly-different beings
* Improves accuracy and the ability to strike hard at vital points
* The ability to maim the mana patterns of captured subjects, inflicting lasting damage to their bodies, minds, spirits, connections to others, and powers
* Greatly improves dissection / trophy harvesting / taxidermy abilities
* Permits the creation of bioaugmentation grafts from slain upper-planar beings; XP investment is sometimes required to make these items last
* Keeps restrained captives bound and unable to break free with powers / activate 'freedom' type abilities / become ethereal / etc

Prime Powers:
* This is a Combat Artifact; it's really good in battle, both offensively and defensively
* Greatly increased offensive abilities against Celestials/Angels/Devas/etc
* Creates unique graft-aspects from unique hunted celestials
* Prioress Saretian installed all kinds of backdoors in this thing when she made it (like she did with virtually everything of note that she made). The obvious one is that people using it without her permission (or with her permission but while she is displeased with their performance) start having their location broadcast to powerful local upper-planar beings to force conflicts between the two - with the Prioress winning regardless of which side kills the other. There's others, but they're installed at a general Level equivalent to Saretian, making them basically impossible to ferret out. She's dead right now, so this probably won't become more of a problem than just attracting hostile upper-planar beings, but it's worth generally noting.
MODRAAAAAAAAAAAAAGE
Post Reply