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Artifact Info Thread
Posted: Sun May 31, 2020 8:01 pm
by Lord Gadigan
This is a thread for bringing over the old 'What Can My Artifact Do' info posts. It is now becoming an info-archive rather than a Q&A. Questions about unlisted artifacts can go into the Shop as requests to be added to the To Do List (note that they do not take up combo slots).
So, when I reply to this, keep the following in mind:
* I'm (probably/usually) going to divide powers for the artifacts into three categories: Minor, Major, and Prime.
* Minor powers are featuremajigs that the artifacts can do, but that it isn't super-good with. They don't work notably well against equal-Level stuff (but still have a chance sometimes) but can work well against lower-level things / as support / as a basis for ability synergy.
* Major powers are notable, but without full artifact power behind them. Consider them equivalent to a level-appropriate piece of gear or ability that lets you do the thing, but without making it a super-good version of itself.
* Prime powers are the key abilities of the artifact. They get full Artifact-oomph bonus and tend to be stronger than average for their Level.
* If I list something as a Combat Artifact, assume that its utility powers may have less oomph (or breadth) than other artifacts, but it is specced for being useful in combat. They're better at attacking/defending/support/whatever-their-niche-is in battle (though this doesn't on its own let them counter too-esoteric things or bypass their own weak spots).
* I don't guarantee that I'm listing all the artifact powers, though I'm trying to hit the key ones I remember. Things may change over time (more often with 'gain a power' than 'lose a power'), but I leave stuff in general open.
* I may not list everything that's covered by the mechanics if there isn't some special RP power to go along with it. If something offers Fire Resistance, it offers Fire Resistance and I don't really need to explicitly say that in all cases (though I may if it's doing it in some weird way or at some weird level of power).
Italicized index entries have nebulous power sets and thus incomplete information.
Artifact Index
The Abominable Murmur
Aeon Diadem
The Angel Flayer's Knives
Blood Gate Torii
Blood Grail of the Red Sun Prince
The Box of Ages
Buildy the Train Engine's Tool Car
Cabinet of the Viper
Caduceus of the Prime Healer
Census of the Universe
Citadel of the Fisherman
Crown of Primordial Ice
Crown of the First Trees
Crowns of the Wyrmsovereign
The Dacchenburg Engine
Dame Marianne's Concerningly-Fancy Umbrella
Dark Chosen Regalia
Doctor Grooze's Stunningly Complex Camera
Egg of Creation
Energy Chosen Regalia
Exodeus/Hejirias
The Glorious Blade
The Hypnotic Fanny Pack of Ronnie Quoz
The Infinite Key
Joker's Deck
Knives of the Paramount Chef
The Labyrinthine Tome
Lamp of the Wishmaster
Magical Card Princess's Sparkling Magic Wonder Wand
Malantres
The Manifold Paladin's Regalia
Many-Faced Palanquin of the Spirit Emperor
Master Control System
Mattock of the Diamond Mind
Mr. Zazoo's Amazing Stationary
Mrs. Waldridge's Kangaroo-Detecting Fork
Naphlus
Pastor Dollarburn's Extremely Loud Book
The Rose
Scales of Endless Hunger
Sgt. Freddy's Brand-New Birdhouse
The Silver Implements
The Sunhand
Tablets of the Seven Ancients
The Tenfold Blade
The Twelve Balls of Calibrinatrii the Juggler
The Worldleech Mind
The Writhing Idol
Twelve Realms' Defense Grid
Yeet Boi Ebineezer's Skateboard Protractor
Re: Artifact Info Thread
Posted: Mon Jun 01, 2020 11:58 pm
by Modrageball
Blood Gate Torii
Minor Powers:
* Lets its wielder designate targets and have their footprints appear (optionally with a delay) in blood that seeps from the soles of their feet (if in real time) or from the ground (if delayed)
* Lets its wielder hover
* Lets its wielder subsist on blood, suffering, and/or the presence of cursed individuals
* Lets its wielder cry blood / have stigmata
* Can make its wielder's voice appear as a whisper behind someone's shoulder
* Unnerves normal animals, normal small children, and minor holy beings
Major Powers:
* Lets its wielder turn into a spirit form and become incorporeal
* Enhances evil-tilted spirit magic
* Offers protections for its wielder against good-tilted spirit magic
* Lets its wielder see into spirit realms and see unmanifested spirits/spirits possessing people
* Confers knowledge of esoteric spirit types, particularly malign and blood-related ones
* Can turn water (and other liquids) to blood
* Prevents its wielder from bleeding out
* Use human sacrifice to empower spirit magic rituals
* Can resurrect unwilling spirits and force information out of them if they aren't in a properly shielded afterlife / resurrected / reincarnated / too powerful
* With proper Warlock and Shrine Maiden backing, can possess people with blood spirits. These can either be awake (normal possession) or slumbering (in the form of a curse until something tries to uncurse them, at which point they awaken and attack)
* With proper Warlock, Shrine Maiden, Binder, Necromancer, Deathless One, and Healer backing can let its wielder snatch the spirits of recently departed humans and turn them into restless, dangerous their-level-appropriate blood spirits (with unique people sometimes turning into unique spirit monsters)
Prime Powers:
* Opens gates to spiritual planes/realms adjacent to the reality it is in.
* Corrupts spirit realms, making them places of darkness and blood. (Can be toggled off, though a full toggle-off takes Shrine Maiden, Binder, Scholar, Geomancer, and Channeler).
* Can, if no spirit realm (or one sufficiently weaker than its user) create a blood spirit realm adjacent to reality through either the expenditure of a lot of time or a lot of mana.
* Creates, summons, and controls blood-spirits.
Re: Artifact Info Thread
Posted: Mon Jun 01, 2020 11:59 pm
by Modrageball
Cabinet of the Viper
Minor Powers:
* Cleans the area around its wielder constantly.
* Auto-passively keeps its wielder clean.
* Optionally gives its wielder a funny accent that pronounces 'W' as 'V'.
* Keep things from slipping
* Gives its wielder affinity for venomous/poisonous creatures, particularly snakes
* Recoloring/painting things
* Storing lots of bottles, medicines, and reptiles
* Grants its wielder the ability to disguise themselves as a janitor and be accepted in places that would possess a janitor
Major Powers:
* Damage reality's integrity to make it easier to warp/alter.
* Create deadly poisons.
* Purify other base elements into Acid.
* Produce medicines to cure a variety of elements
* Quickly dissolve vast quantities of earth and break through earthen barriers
* Erode and degrade dimensional wardings and planar sanctum boundaries
* Acid-based attacks and chemical bombs
* Augment Acid
* Induce hallucinations
* Improve effectiveness against base elements
* Summon Oozes
* Bottle Oozes (and then summon/control them)
* Can animate the element Acid to make it locally sentient
* Turn people into glurpy fluid that quickly flows from one location to another (allowing for long-distance pipe-based fast travel)
* Teleportation by remotely cleaning air in two spots simultaneously (one remotely) and stepping through the cleaned-away border where reality no longer holds properly
* Effect-eroding defenses against mind-control
* Access to records of potential future timelines and upcoming disasters that threaten Iepterro and/or Harkala
* Granting its wielder singular purpose and resolve that dissolves diplomacy attempts that would sway them from their purpose before said attempts reach their minds
* Granting its wielder the ablity to clearly know objectives that their patron desires
* Eroding the ground / terrain
* Replace non-Acid base-element effects with Acid-based quasi-equivalents:
- Earth no longer serves as the foundation, Acid does so in crystalline, saline form
- Air no longer forms the skies, Acid clouds and chemical vapors flow through them, bringing down acid rains
- Fire no longer burns objects away, Acid devours them with caustic fury, emitting radiance as it does so
- Water no longer forms the seas, Acid is their essence and terrible beasts and oozes dwell within it
- Light no longer improves vision, Acid's green glow illuminates things
- Darkness no longer makes vision more difficult, Acid erodes sight as it passes through it
- Magic no longer grants wishes, Acid dissolves reality's properties that prevent desires from coming true
- Technology no longer builds from metal and circuitry, Acid and its chemicals are the path to progress and discovery
- Physical no longer grants bodies strength, Acid's chemical steroids are what makes muscles grow
- Psychic no longer guards the mind from undue influence, Acid dissolves unwanted thoughts before they may manifest
- Electrical no longer grants storms its thunder, Acid's green clouds fizz and sizzle
- Ice no longer slows things with cold, Acid eats away at their speed as they pass through it
- Energy no longer powers things, Acid batteries and chemical reactions do
- Hope no longer exists as a beacon of possibility, Acid dissolves doubts and replaces them with purified conviction
- War no longer builds weapons to bring conflict across the worlds, Acid flows forth in great tides to eliminate all opposition
- Etcetera
Prime Powers:
* Could formerly make its wielder an official Reality Dissovler, champion of Iepterro. Now it's Harkala-aligned and could do the same for her.
* Strip beings of the ability to become Source Guardians.
* Stop level-equivalent means of Source-control.
* Cleans things (Seriously. It has artifact-level cleaning properties).
Re: Artifact Info Thread
Posted: Mon Jun 01, 2020 11:59 pm
by Modrageball
Crowns of the Wyrmsovereign
Minor Powers:
* Grants its wielder the ability to speak the languages of Dragons
* Grants its wielder telepathy with Dragons
Major Powers:
* Induces a sense of awe, respect, and/or fear in Dragons
Prime Powers:
* Fully controls Dragons
Things it as been proven not to do at present:
* Grant the powers of elemental dragons through being worn
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:00 am
by Modrageball
The Sunhand
Minor Powers:
* Acts as a source of light and heat
* Can summon badass sunglasses
* Keeps excessive light from bothering its wielder's eyes or impairing its wielder's vision
* Makes its wielder more muscular
* Enhances its wielder's abilities of command through an aura of radiance and inspiration
* Can project badass and/or comedic theme music for its wielder during dramatic battles
Major Powers:
* Allows its bearer to survive on suns.
* Serves as a channeling link to Selereth Helios for appropriate worshipers (could formerly be linked to other sun deities).
* Grants control of fire
* Grants control of stars' movement (by grappling their outlines and wrestling them across the sky) and enhances astral magic
* Grants control of light, particularly the creation of it in massive quantities
* Grants control of hope, allows its wielder to rip the hope out of someone or pat them on the back and give them hope when they formerly had none
* Can punch people back to life every so often
* Can deliver finishing blows to defeated opponents that send them across the stars instead-of/in-addition-to killing them
* With enough transformation control and Monk powers, gives its wielder a flame-sheathed muscle-outsider combat-form with enhanced melee combo-chain attacks and stun-juggling
* With the proper ability, can turn iron and become super hard/heavy
* With the proper powerset, can turn into a sentient sunflame hydra-appendage that can breathe solar fire and grow more heads.
Prime Powers:
* This is a Combat Artifact. Big combat boosts.
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:00 am
by Modrageball
The Glorious Blade
Minor Powers:
* Improves wielder's intimidation and awe-factor
* Makes people think its wielder is a better swordsman
* Can emit light and/or sound
* Can make its wielder's voice clear and booming across great distances and over other noise
* Makes noteworthly people slightly more inclined to challenge its wielder to one-on-one duels when they would have the opportunity to ambush or gang up on its wielder
* Passively intimidates non-noteworthy individuals into abandoning ambushes
Major Powers:
* Spreads tales of deeds its wielder accomplished while wielding it
* Indirectly, super-remotely applies a lasting effect to stories involving its wielder, causing them to gradually morph over time via continued retelling into tales of legend that glorify its wielder and its wielder's deeds (often attributing works of others near them to them in the process)
Prime Powers:
* This is a Combat Artifact. Big combat boosts.
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:01 am
by Modrageball
Exodeus/Hejirias
Frankly, I'm not the best info-source on these two artifacts. I don't remember Frue and Shauni's full plans for them, and they're in a weird, rare basket of essentially-entirely-player-driven RP-background-based gear. If they ever make a return to being active, I may ask Frue to make one of these artifact info-blocks for them.
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:02 am
by Modrageball
Magical Card Princess's Sparkling Magic Wonder Wand
Minor Powers:
* Is sentient, with a Tia-personality in there, and can manifest a talking chibi-projection of said Tia
* Can turn into a talking cat that's terrible at combat
* Makes its wielder's defeated opponents more likely to become long-term friends/allies
* Can produce light
* Can do a henshin sequence routine
* Allows telepathy between its wielder and its wielder's teammates, with range and clarity being improved for allies who are magical girls
* Can create glitter
* Improves the visual effects of its wielder's spells and techniques
* Can detect the worthiness of targets with regards to becoming heroes of justice or powerful arcanists or champions at card games (but can't tell *which* without further divination powers)
* Can locate the nearest good card game player who isn't the wielder
* Can produce snack foods that are deceptively nutritious in small quantities
* Improves its wielder's luck in opening card game packs as a fortune-manipulation effect
* Gives ordinary civilians a slightly better opinion of its wielder while its wielder is transformed, with this being a sight-based effect
Major Powers:
* Grants its wielder fast flight
* Makes its wielder really good at card games
* Can deal nonlethal damage to targets it doesn't register as evil/corrupt/magically-incompatible
* Can undo local collateral damage to buildings and the environment after battles its wielder wins
Prime Powers:
* Improves arcanist magic
* Allows cheaty card draws at dramatic moments
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:03 am
by Modrageball
Blood Grail of the Red Sun Prince
Minor Powers:
* Keeps nearby undead well-fed via mere presence
* Carries the official right of kings and makes its wielder a real noble for purposes of things that check that
* Lets its wielder turn into a bat, a swarm of shadows, a river of blood, or an eclipse-sun-with-eyeball-in-middle tentacle-blob with bat wings
* Allows flight
* Grants its wielder increased charisma and suave charm
* Lets its wielder smell blood at a distance of many miles
* Grants its wielder lifesight
* Can turn light sources, including stars, red
* Keeps its wielder from bleeding uncontrollably
* Can glow with red light
* Purifies blood supplies
* Increases the elegance and brutality of its wielder's swordfighting style
* Can create noble-appropriate clothes from blood and/or shadow and/or light
* Allows its wielder to speak to bats, salamanders, and shadows
Major Powers:
* Grants its wielder regeneration, even if its wielder is a type of undead that is normally hard to heal
* Grants its wielder vampiric drain powers, including blood-sucking
* Can be absorbed into its wielder and carried internally; if its weapon aspect is stored in this manner, it can be extruded through the fingers as massive blood-blade claws
* Improves its wielder's control of undead
* Improves its wielder's control of blood
* Empowers undead who drink from the grail
* Can grant mortals who drink from it eternal life in an undead state
* Can create massive amounts of blood
* Creates permenently-improved blood-undead over long periods of time with enough ambient mana
* Can summon blood undead
* Resurrects its wielder's summoned undead unless they are killed with appropriate holy/sealing/dryness-inducing/cleaning attacks
* Can convert attacks into pure destructive power
* Allows its wielder to store items in blood (whether their own or other blood pools) and pull these items out of the blood sources
* Can induce wounds to bleed and old wounds to re-open
* Greatly increases the affinity of vampires for its wielder and makes them more loyal to its wielder than they otherwise would be; this power is reduced greatly against unique vampires
Prime Powers:
* Can cause eclipses
* Can convert light into a red, undead-augmenting type of light
* Improves drain-based attacks
* Uniquely alters its wielder's life force and magical essence to become incompatible with being stolen (with skilled blood mages being able to disrupt this effect)
* Eliminates the inherent weaknesses of its wielder as an Undead and of its wielder's Undead minions
* Can, with a year-long ritual, lock a world in an eternal state of red-sun-above, retemplating its mana patterns to be filled with undead and blood-related things; this ritual can be performed much faster with proper Ritual Magic and Blood Magic backing and/or proper celestial conjunctions
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:04 am
by Modrageball
The Worldleech Mind
Minor Powers:
* Prevents leeches from being aggressive towards its bearer
* Lets its bearer grant leeches intelligence (and optionally add them to its hive-mind-swarm)
* Allows its bearer to breathe swamp water
* Allows its bearer to feed on ambient energy
* Allows its bearer the ability to consume excess ambient mana to reduce random encounters spawning
* Allows its bearer's brain to be a distributed system that exists across large numbers of leeches in different locations, protecting against some brain-destruction stuff
* Gives its bearer telepathy (with an overlapping, echoing swarm-voice)
* Gives its bearer the ability to detect invisible or otherwise hidden planets
* Lets its bearer know if they're on a planet
Major Powers:
* Grants its bearer a swarm-mind that resists mind-control attempts that can't hit large groups of targets
* Protects against environmental conditions
* Protects against backlash for eating things
* Allows its bearer to transform into a swarm-tide of leech-beings
* Can suck up geomancy effects to remove them from areas
* Can damage and eat spawn tables for areas and other area-properties
* Allows the eating of zonal effects, including zonal damage effects
* Adds echo and multi-hit to psychic attacks
* Can attack things infesting its bearer's body with internal worldleech swarms
* Can resist or overtake other hive minds that attempt to interface with or subsume its bearer
Prime Powers:
* Can devour worlds for more power
* Improves drain abilities massively
* Summons swarms of glowing leeches
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:05 am
by Modrageball
Egg of Creation
Minor Powers:
* Can emit light
* Can generate small amounts of ambient mana constantly and passively
* Increases the odds that things born from eggs near it are unique
Major Powers:
* Can make bombs, optionally throwable like grenades, optionally with a time delay or contiengent trigger condition, with medium-low complexity contengencies possible
* Can restore destroyed dungeons' presence (though taking loot out of them often requires resource expenditure to stabilize the loot; unique stuff is hard to bring back and only comes back a minority of the time)
* Formerly could do a bit more, but got some of its powers glorped up when it went into the Dacchenburng Engine (though it is back now and can potentially regain some of them)
* Enhances summoning passively
Prime Powers:
* Can create permanent objects based off of template-objects it has absorbed
Things it as been proven not to do at present:
* Copy artifacts
* Copy most particularly rare / emblematic loot
* Interface with industrial/technological machinery other than the Dacchenburg Engine to improve its rate of output
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:05 am
by Modrageball
Crown of the First Trees
Minor Powers:
* Allows its wearer to physically appear as older than their appearance otherwise would be
* Lengthens the lifespan of plants
* Improves the impression sentient plants, particularly treants and forest guardians, have of its wearer
* Allows its wearer to speak with plants and read their thoughts
* Allows its wearer to make plants sentient
* Allows its wearer to make plants ambulatory
* Makes its wearer not require sleep to function normally
* Allows its wearer to age willing targets, granting knowledge of plants, outdoor survival skills, and general wisdom as part of the process
* Prevents its wearer from leaving unwanted tracks in plant matter (i.e. footprints in grass or leaves, snapped twigs from passage)
* Lets its wearer tell how old plants are
* Causes nearby plants to emit small amounts of new ambient mana
Major Powers:
* Create sentient vine-prisons that entrap and maintain captives
* Feed people through the growth of food-plants
* Restore corrupted/tainted/polluted/destroyed nature
* Grants its wearer authority over plants
* Allows its wearer to remotely see through plants
* Allows its wearer to step into plants in one location and emerge in another
* Prevents plants from making terrain difficult to traverse for its wielder
* Prevents other beings from having authority over plants when its wearer does not wish such by assuming a higher, older position of authority
* Improves elemental Wood magic
* Slowly makes Wood a base element if it is in one location for a very long time
* Gives its wearer vitakinesis/plant control
* Restores lost/mined/exported natural resources to planets, with an emphasis on plant-based replacements for non-plant things
Prime Powers:
* Enhance magical plant growth
* Enhances druid magic
* Summon massive plants and massive numbers of plants
* Allows life force to serve as a basis for its wearer's spellcasting
* Reroute planetary geomancy to draw mana currents, excess ambient mana, and mana leylines into massive tree-based forest-nexii
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:06 am
by Modrageball
Caduceus of the Prime Healer
Minor Powers:
* Grants its bearer the official status of Medical Doctor and makes them a recongized as such by official authorities
* Can create replacement organs via bio-magic for a variety of beings
* Allows its bearer to permanently bless organ transplants to prevent part-rejection
* Allows its bearer to know how to reach the nearest hurt/injured/sick individual(s), with ability to prioritize by general bands of affliction severity
* Auto-sanitizes its bearer and prevents the spread of infection/disease during mass-treatment of patients
* Can create an official doctor-outfit for its bearer
* Can create soapy water
* Can heat things (but not as an offensive fire-attack against things that aren't diseases)
* Can expel vermin, viruses, and bacteria from areas through exorcism-like rituals
* Lets its bearer know if people are sick and/or contagious
* Improves its wielder's ability with math
* Prevents non-magically-induced fatigue from negatively effecting its wielder's ability to provide quality medical treatment
* Prevents its wielder from needing rest when sick or injured people are nearby
* Improves the ability of other individuals to learn medical things from watching its wielder heal people
Major Powers:
* Can create formulas for medicine or treatments that can be replicated by others of sufficient skill to provide lasting solutions to specific ailments
* When its bearer successfully heals one individual of a condition, treatment can be instantly and successfully mass-applied to people with the same affliction within a vast radius of the wielder (hundreds of miles or more depending on supplementary powers/abilities)
* Improves medical diagnosis and doctoral skills/knowledge
* Can expel harmful spirits/demons/devils and treat curses like ailments to an extent
* Can regenerate lost body parts
* Can create quarantine-bubbles to prevent the spread of disease
* Can slow time during medical treatments to let long procedures happen mid-battle or before fast-moving high-Level disease-things spread
* Can overload undead with life-energy even if the undead are normally life-powered (with limitations against equivalent and higher-Level undead)
Prime Powers:
* This is a Combat Artifact. Major support boosts in combat.
* Healing, curing of negative effects, and resurrection
* Anti-Plague
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:07 am
by Modrageball
The Infinite Key
Minor Powers:
* Grants slow flight
* Improves success at romance by passively assisting others in overcoming their doubts of its wielder and letting them open their hearts to affection, 'unlocks romatic routes', but cannot actually force overt romantic mind-control in entities that aren't recent summons
* Improves its bearer's skill at psychotherapy
* Lets its bearer quickly create decorative keys from ambient mana
* Lets its bearer know who owns people
* Sometimes warns its wielder when they are travelling somewhere dangerous via teleportation
Major Powers:
* Allows entry to mindscapes
* Allows interdimensional teleportation
* Allows limited casting of spells across dimensions
* Allows etheral travel
* Grants freedom of movement
* Allows exit from being eaten by unlocking and opening something's stomach from the inside
* Allows travel through shadow realms
* Allows astral travel
* Allows mirror travel
* Allows travel across existing timelines
* Improves gate magic cast by its wielder
* Reduces the negative effect of teleporting into solid objects / can sometimes create cavities of warped space within them to allow action and subsequent re-teleportation
* Protects against environmental effects
* Can liberate bound/summoned beings from bondage
* Can unsummon things through planar banishment or through freeing their essence
* Assists in the bypassing of abjuration effects
* Assists in the hijacking of summons
* Improves defense-piercing attacks
* Can remove fate's fetters from beings (in some cases)
* Allows its bearer to see into nearby dimensions
* Prevents teleport interdiction by binding-type effects and space-warping-type effects
* Can generate anti-gravity/locally control gravity
* Can re-ignite frozen hearts / restore compassion to beings that cast it aside
* Can liberate slaves or apply bindings to prevent them from rebelling
* The ability to create lasting (including permanent) portals and gates
Prime Powers:
* Binds and summons eidolons
* Allows magical unlocking of nearly anything
* Can greatly enhance locks' power
* Breaks through dimensional barriers and wardings
* Allows its bearer to dynamically send effects/powers into the future/to specific beings via custom Overcrashes
* Can sometimes flip reality to its reflection via custom Overcrash to allow a massively-higher-Level, essentially-uncontrolled, Cosmic-Man-Eidolon into battle
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:07 am
by Modrageball
Census of the Universe
Minor Powers:
* Improves its bearer's ability to count things quickly and track large numbers of things simultaneously
* Improves its bearer's knowledge of statistics
* If its bearer is conducting a survey, it decreases the ability and inclination of survey subjects to lie, with effect strength proportional to the number of beings being surveyed and asked the same thing (i.e. asking one person 'did you kill Steve' will have no truth effect, asking one hundred million people if they are murderers will have a moderate effect - remember that this is a minor power and can't overcome level-equivalent illusion/liar powers/Fiend natures)
* Improves its bearer's driving ability and ability to find houses located in weird places
* Improves its bearer's ability to program robots, at the cost of making them obsessed with census data and data accuracy
* Helps its bearer understand languages enough to gather reliable survey and census data
* Can detect the presence of nearby individuals who haven't been registered in the census
* Lets its bearer track what percentage of an area's population (optionally restricting it to either unique or non-unique individuals) has not yet been entered into the census
* Improves its bearer's ability to scan areas and individuals
* Improves its bearer's handwriting notably
* Improves its bearer's memory
Major Powers:
* Can track the location and status of people it has scanned
* Allows wide-area, mass-target reality auditing with the proper skill set (generally, classname in Reality Auditor) on individuals it has scanned
* Creates lists of goals and provides bonuses for completing them
* Can, with the right backing of other abilities, induce individuals scanned by it to stay in specific areas to prevent inaccuracy of location data, with locks being able to be applied to general areas (i.e. a country or town) or very specific ones (i.e. someone's specific house)
* Can, with the right backing of other abilities, stabilize population numbers for scanned areas, reducing spawn rates if populations are above the scanned values and increasing them if they're below them
* Was possessed by an angry mech-spirit who could animate it and take actions for a bit, but isn't anymore
Prime Powers:
* Can scan beings and develop new powers based on the unique beings scanned
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:08 am
by Modrageball
Mr. Zazoo's Amazing Stationary
Minor Powers:
* Notes written on it are more easy to notice
* Notes written on it are harder to forget
* Can produce paper of any desired color that isn't too esoteric
* Can produce paper of variable reasonable size
* Slightly reduces hand fatigue when used for writing a lot
* Notes written on it are a bit more official, but only in contexts where the already carry at least a little official weight
Major Powers:
* Doesn't run out of paper
* Non-flammable
* 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
Prime Powers:
* Never runs out of ink
* Can't be torn or damaged by water (with this effect sometimes preventing counters to reality-auditing that incorporates the Stationary, though the Stationary itself doesn't grant any Reality Auditing skill and isn't as good a focus for it as other Clipboard-artifacts like the Census of the Universe, the Devil's Paperwork, the One Ledger, or the Fulsome Masterplan)
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:09 am
by Modrageball
Aeon Diadem
Minor Powers:
* Lets its wielder know what time it is
* Lets its wielder detect other timelines
* Carries the official right of kings and makes its wielder a real noble for purposes of things that check that
* Helps its wielder detect the presence of alternate-timeline versions of specific individuals
* Sorta kinda can detect what happened in the past thanks to being brute forced into doing this enough
* Reduces its wielder's physical needs for sleep, food, etc
Major Powers:
* Protects against aging effects and time
* Can age or de-age targets
* Can attack through the destruction of targets' futures
* Improves wielder's Chronomancy and control over time
* Can locally freeze time
* Improves its user's speed
* Allows its bearer to act in fields of stopped time
* Allows its bearer to chase people travelling into the past mid-battle
* Protects its bearer from being killed by having a past self killed or otherwise altered through interaction with a past-self
* Can slow targets and damage their speed
* Can cut targets out of time
* Can damage fate-based effects by damaging the future of their targets
* Allows its user to survive within time's raw flow and within temporal abysses
Prime Powers:
* Can, with effort, locally rewind time
* Can access existing alternate timelines
* Can create new timelines and alternate histories for areas (making time-clones of people in the process)
* Can bring objects and people out of alternate timelines and make them solidly present within the normal flow of time through the expenditure of mana
* Can create sub-diadems to share its power at reduced level with its wielder's allies
* Can, with great effort, shunt a world between timelines, with this power's speed being increased in situations where the world is being saved from a degrading, apocalyptic, or soon-to-end timeline
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:09 am
by Modrageball
The Tenfold Blade
Minor Powers:
* The ability to detect nearby swords
* The ability to hammerspace-carry swords
* The ability to mass-draw swords from hiding places where you never directly put them or allow allies to grab them from such locations
Major Powers:
* Mass-creation of swords
* Improved parrying/dodging-while-wielding-a-sword/swordfighting
* The ability to attack and damage concepts and to attack without physically moving or striking targets
* The ability to kill in one strike
* The ability to leave individuals who scan the wielder overcome with awe
* The ability to impale oneself to avoid death or harm from other sources
* The ability to slash wide areas remotely with sword swings
* The ability to attack entire armies at once with swordfighting
* The ability to strike with massive strength and power
* The ability to strike with incredible precision and cut through space
Prime Powers:
* This is a Combat Artifact. Major combat boosts.
* The ability to gain the power of other swords that are nearby
* The ability to gain incredible levels of swordmastery, including the dynamic creation of techniques and alteration of sword-based Overcrashes with a high enough base proficiency level
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:10 am
by Modrageball
Twelve Realms' Defense Grid
Minor Powers:
* The ability to sit stationary in one area for excessively long periods of time without becoming bored
* The ability to mass-process data like a supercomputer
* The ability to fly when in 'planar' environments
* The ability to be shielded from minor environmental sullying, such as getting dusty from a cloud of dust
Major Powers:
* Protection against environmental effects
* The ability to travel to nearby dimensions
* The ability to locally block or interdict dimensional travel
* The ability to create landshields and strong, stationary area-abjurations
* The ability to reflect some attacks
* The ability to shield the souls of the recently departed from consumption/acqusition/resurrection
* Improves geomancy if its wielder possesses the ability to utilize dimensional geomancy
* Theoretically might gain more aspects at some point
* Improves shielding against base elements
* Create portals to its interior dimensions
Prime Powers:
* Large durability and defense increases for wielder and wielder's allies
* The ability to equip properties and channel their geomancy to gain powers
* The ability to carry around twelve linked pocket dimensions, to store properties within them, to ward access to them, and to control their interior geomancy and (with proper abilities) their dimensional traits
- Those abilities include Wanderer, Subspace Architect, Scholar, and Knowledge of Dimensional Traits
* Being guarded by an automated defense force with an intelligent, analytical mystic-administrator-entity
* The ability to, with an appropriately long amount of time spent, install the defense grid in an area to integrate it with the area, preventing it or its user from leaving the area, but enhancing the defensive geomancy of the area and the efficiency and control of the area's administration
- The ability to, with said mentioned integration, if the integrated area is non-planar, add the defense grid's dimensions as parallel dimensions
- The ability to, with said mentioned integration, if the integrated area is planar, add traits of the defense grid's dimensions to it
- The ability to, with said mentioned integration, if the integrated area is planar, is missing a ruler when one is supposed to be present or was formerly present but now missing, and if the grid's wielder possesses a plane-appropriate powerset, make the grid's wielder into the local planar ruler (granting immortality and divine status in the process, but restricting exterior travel entirely)
Re: Artifact Info Thread
Posted: Tue Jun 02, 2020 12:11 am
by Modrageball
Citadel of the Fisherman
Minor Powers:
* The ability to smell like salt and the sea
* Carries the official right of kings and makes its wielder a real noble for purposes of things that check that
* Can control the weather to an extent, within normal-ish bounds of weather with a particular affinity for causing rain
* Can attract fish
* Can create sand and prevent erosion
* Can mildly increase erosion
* Improves its owner's knowledge of architecture simply by being owned
* Helps protect its owner from dangerous drinks, but only mildly and moderately strong ones
* Can help fish survive in aquatic habitants that would otherwise be inappropriate for them (i.e. freshwater fish in saltwater, lava fish in icy water)
* Can demarcate areas of water to be specific temperatures, types, and levels of saline content, preventing mixing of water types even when the water is in direct contact with other types of water
* Can purify water
* Can create drinkable water
* Can create ice or freeze water to walk on it
* Can part bodies of water while concentrating
Major Powers:
* The ability to prevent people from aging
* The ability to summon exotic and powerful fish creatures
* The ability to produce furniture, items, and semi-random treasures within itself to increase its owner's wealth and resources
* The ability to expand its architecture, particularly its interior space, over time
* The ability to be a comfortable and calming place to be
* Protection against fish and aquatic beings
* The ability to breathe water
* The ability to summon boats from the top of the water to sail upon
* Improves prowess fishing
* Improves the ability to meet notable allied companions in a 'fish for allies'/'fisher of men' sense
* Can, with proper other abilities, operate as an afterlife-realm and attract spirits of the dead to live within its halls as subjects as its ruler (but does not grant divine status or power), potential ability sets include:
- Adept Binder, Adept Shrine Maiden, Geomancer, Priest, Wanderer, Subspace Architect
- Adept Geomancer, Adept in one of (Binder, Controller, Deathless One, Enslaver, Necromancer, Priest, Shrine Maiden, Subspace Architect), classname in the rest
- Adept Priest, Worldbound God, Wanderer, Geomancer
- Expert Geomancer, Binder, Enchanter, Healer, Seakeeper, Wanderer, Scholar, Knowledge of Dimensional Traits
* Improves control of spirit magics, water spirits, and spirits of the dead
* Prevents overfishing from depleting resources and fish populations
* Can hide its owner's property, including itself, from discovery, attack, and outside incursion unless it is being used as a military base/launch-point of offensive missions
* Can be used as a base point for its owner to fish for and recover the souls of the lost
Prime Powers:
* Grants its owner immortality, protection against aging, and the ability to return to life within it if killed - with there being a time period post-rebirth where the owner cannot leave the Citadel (Probably the winner of the 'Prime artifact property that is really desirable to non-BA-Members but not really super-userful for BA members' award)
* Can be carried around as a phantom-property within its wielder's soul, allowing for quasi-etheral reality-overlay geomancy; can be deployed into a physical location to grant control over local physical geomancy as well, but is hard to un-deploy and prevents its owner from leaving its area when physically deployed in a realm that is not ethereal
* Links its owner's geomancy to its owner's health, increasing one while the other is healthy but allowing damage to one to damage the other
* Can hide the presence of artifacts stored inside itself that are not actively being wielded