@VeyrinDay it's looking good! add 1 to your Dark Hearts and you also have a spare gear slot for later. Blink Boots are a magic item, the fluff is: Lets you teleport a short distance away. You can post as soon as IC is up!
and since the majority of people are ready to go, and @Poohead189 is almost done too, I'd like to have the IC up today methinks
The Lore and System Thread has been updated to include Concoctions, Contraptions, Magic Items and a little about Edges. When you take one of these as your valuable item at character creation, you can ignore the negative effect.
@VeyrinDay When primal abilities are powerful weaknesses are granted alongside them to counterbalance how strong they are.
When you improve an existing item, you can give it an Edge. An Edge is a modifier that makes something better at it's job. For granting new abilities, see contraptions - Edges only improve on existing functionality.
These are some example Edges, but you can work with me to create new ones. Please note: Edges never make you better at killing things, weapons have already been honed over thousands of years into perfect killing tools.
Camouflaged: Take +effect when sneaking in a forest. Hidden: Can be hidden more easily than a normal version. Light: Does not take up a gear slot. Terrifying: Take +effect when using it to scare someone. Trusty: Extremely difficult to break or remove from your possession. Pulverizing: Take +effect when destroying stone or armor. Powerful: Excels at knocking back enemies.
Magic Items are rare loot that let you do something you couldn't normally achieve. If taking one of these as your valuable item at character creation, remove the negative aspect that makes this Volatile. When making Magic Items, Volatile aspects only affect potions on a Mixed Success.
Bear in mind these are just examples. You can make your own Magic Items through Rituals during your downtime.
Bag of Devouring: Will completely destroy any non-living material put inside it, but is very hungry. Bag of Luck: Lets you reach your hand in and pull out a mundane item, but likes to play tricks on you. Blink Boots: Lets you teleport a short distance away, but you're disoriented after. Bloodstone: Heals a wound, but must be bathed in increasingly potent blood after each use. Bouncy Boots: Lets you always bounce safely when falling, but you bounce in a random direction. Cloak of Invisibility: Turns you completely invisible, but no other gear besides the cloak. Convensworn Tome: Allows you to cast a predetermined tier 1, 2, and 3 spell, but costs more each time. Cursed Coin - Tier 2: Causes the one that finds it to grow greedier over time, but tries to be spent. Cursed Mirror - Tier 2: Sends the thoughts of anyone looking into it to its creator, but slowly drives you insane. Dancebox - Tier 2: Makes anyone around without a task start dancing, but only plays one song. Displacement Arrows - Tier 2: Teleport anyone hit with them to a nearby spot, but the spot is totally random. Driftcloak: Lets you slowly descend from a high spot, but you can't control your descent at all. Ember Ring: Emits embers, igniting anything flammable, but burns you when you use it. Endless Bottle: Holds an immense amount of liquid, but all of it flows out when opened. Eye of Melawa - Tier 2, can be tier 1 if just for illusions: Reveals lies and illusions, but makes a blinding flash when it does so. Goldmonger's Tooth - Tier 2: Turns victims into golden statues, but they might randomly come back to life. Grasping Shield - Tier 2: Can reach out and entangle enemies, but is terrified of axes. Harvesting Axe - Tier 2: Gives you a huge burst of power when you hack off a limb, but always demands more. Immovable Armor: Makes you nigh-immovable, but you can't run while wearing it. Lookout Cap: Lets you know if anyone can see you, but is extremely paranoid of getting spotted. Magic Eight Ball: Answers almost any yes or no question you ask, but can't be used again for a cycle. Marionette: Can perform a simple command that you give it, but wanders off afterwards Mind Distillery - Tier 2: Drains memories from people's minds, but makes them go insane in the process. Rust Shield - Tier 2: Instantly rusts any metal weapon it blocks, but slowly falls apart. Snake Lock: Can be placed on a door to instantly lock it, but bites you when you take it off. Soul Flask - Tier 2: Can hold a single soul for transport, but the soul will rattle the flask at the worst moment. Spidersilk Lute: Draws in spiders in your area when played, but the spiders are hostile to you as well. Spiteskull - Tier 2: Tries to bite and latch onto anything you throw it at, but is always looking for a better owner. Stasis Ring: Puts you into a visible but incorporeal stasis for a few moments, but you can't see anything. Storm Orb - Tier 3: Can conjure up a major storm within the region, but you can't decide its path. Thunderring Mace - Tier 2: Knocks back anyone you hit with it, but is incredibly noisy. Tracking Jewel: Always makes you aware of its location, but bloodies you if broken. Vision Helm: Vastly enhances your sight, but you can't hear very well when wearing it Waterstep Boots: Lets you walk across water, but you have to keep moving so you don't sink. Werepelt: Turns you into a werebeast while the full moon is out, but it's a mostly harmless beast. Withering Staff - Tier 3: Causes plant life within a large area to wither, but leaves you feeling drained.
Contraptions are the crazed inventions of the greatest monster minds. If taking one of these as your valuable item at character creation, remove the negative aspect that makes this Volatile. When making Contraptions, Volatile aspects only affect potions on a Mixed Success.
Bear in mind these are just examples. You can make your own contraptions during your downtime.
Auto-Lockpick: Allows you to roll the item's tier against any lock, but is very noisy. Backpack Catapult: Can launch fairly large stones, but takes up an extra gear or supply slot. Bear Trap: Latches onto the foot of whoever steps in it, but is really dangerous to pick back up. Boomstick: Blows something within short range to smithereens, but also hits nearby allies. Candlehelm: Lights the way in front of you, but drips wax onto your face. Chainsaw: Can tear through wood and flesh like butter, but merely wielding it is highly dangerous. Clockwork Servant: Can do one specific task that it's programmed to do, but rusts easily. Concoction-Loader: Shoots a concoction a great distance, but is really cumbersome to carry. Corner Mirror: Lets you see around corners, but is easily broken. Electromagnet: Strongly attracts metal, but shocks the hell out of you when you turn it off. Escape Balloon: Can pull you up into the air, but is almost impossible to control. Flamethrower: Fires jets of white hot fire, but the fuel tank is very vulnerable and fuel is limited. Gas Mask: Ignores the effects of gases, but you can barely see while wearing it. Glider: Lets you control your descent, but it's absolutely terrifying. High Pitch Whistle: Can only be heard by dogs and similar beasts, but gives you a headache. Laser Eye: Fires a laser out of one of your eyes, but you have BRAINS shock while it recharges. Lighter: Easily ignites flammable materials, but breaks easily Mining Drill: Bores through stone very quickly, but gives -1d on calamity rolls when used in the dungeon Monacle Spyglass: Sees objects far away as if they were up close, but disorients you. Night-Vision Goggles: Lets you see in the dark, but blinds you if you look directly at a light source. Parachute: Slows your fall, but you still hit the ground pretty hard. Portable Trampoline: Lets you jump higher than you otherwise could, but is hard to put away. Rapid-Reload Crossbow: Never requires pausing to reload, but sometimes misfires. Retract-o-Claw: Clamps onto whatever it's shot at, but retracts very slowly. Robotic Limb: Replaces a hacked off limb, but seems to have a mind of its own. Rocket Boots: Let you briefly move incredibly fast, but always launch you out of them at the end. Rocket Pack: Allows you to soar through the sky at rapid speeds, but can go off at any time. Rope Launcher: Sends a rope flying a great distance, but requires time to wind it up. Shockstick: Stuns the one you hit with it, but also stuns you. Snorkel: Lets you breathe underwater, but is easily spotted. Spring Boots: Let you make one giant leap, but take a long time to reload after use. Spring-loaded Hidden Dagger: Puts a dagger instantly into your hand, but can randomly activate. Sticky Gloves: Let you climb up a wall, but you can only reliably move up. Two-Wheeler: Lets you rapidly move over flat terrain, but the brakes don't work. Waterbreather: Lets you breathe underwater, but your vision is highly limited. Welding Torch: Welds metal together with a hot flame, but showers you in sparks.
Concoctions are single-use potions thrown together in mad laboratories. If taking one of these as your valuable item at character creation, remove the negative aspect that makes this Volatile. When making Concoctions, Volatile aspects only affect potions on a Mixed Success.
Anti-Gravity Torch: Lights up an area like a torch, but the light is a random color. Beastlure: Brings in a specific type of animal if it's in the area, but the scent sticks on you. Blistermaker: Causes blisters to erupt on contact with skin, but is extremely foul smelling. Bottled Fury: Stops you from dying until the potion wears off, but you can't resist death. Cooling Poultice: Can ignore the effects of MUSCLES shock, but doesn't clear the shock when rolled. Darkwater: Fills a body of water with dark ink, but your hands get covered in the same ink. Dreadfood: Causes horrific hallucinations, but sometimes enrages the one that imbibed it. Essence of Night: Fills a large area with moonless darkness, but the area is freezing cold. Fire Oil: Catches fire when hit with a spark, but takes a few tries before it lights. Firebomb: Bursts on contact and splashes into a ball of flame, but has a very short fuse. Firedancer: Shoots a trail of sparks in a random line then pops, but sometimes flies like a boomerang. Friendmaker: Makes anyone sprayed in the face friendly to you, but hostile towards those you're with. Glowstick: Lights up the area like a torch, but the light is a random colour. Heartstop: Makes you appear completely dead, but you wake up with shock to GUTS. Itching Dust: Causes extreme itchiness when contacting skin, but is easily spread by the wind. Kaboom: Creates an explosion large enough to destroy a house, but the explosion is randomly delayed. Lightbender: Makes someone appear completely invisible, but also nearly blind. Magnetizer: Causes any metal hit with it to become highly magnetic, but it might randomly activate. Metalshards: : Sends shards of metal in all directions, but has a loose trigger. Nervewrecker: Paralyzes a victim temporarily, but they ignore all pain afterwards. Outburst Draught: Causes someone to act on their current strongest emotion, but is contagious. Painkiller: Can ignore the effects of MUSCLES shock, but doesn't clear the shock when rolled. Quickfreeze: Covers the entire area in ice, but the bottle is incredibly fragile. Quickrust: Can instantly rust away any piece of metal, but its container is hard to open. Quicksleep: Instantly puts someone to sleep, but only for a few brief moments. Shrieker: Emits a loud shriek when it comes into contact with light, but sometimes randomly shrieks. Sneezing Powder: Makes someone who inhales it have a sneezing fit, but is extremely tricky to apply. Stink Bomb: Fills an area with a horrible smell and causes retching, but has a leaky container. Stonemelt: Quickly dissolves large sections of stone, but fills the area with thick smoke. Suregrip: Allows you to climb on walls like a spider, but normal items stick tenaciously to your hands. Tarbomb: Covers anything it hits with sticky tar, but leaves a trail of tar when you throw it. Thunderstone: Emits a blinding light when thrown against a hard surface, but is always hot to the touch. Tremorbead: Seeps rapidly into the earth, causing it to tremble, but activates when shaken. Unarcana Stone: Causes magic within an area to cease working, but also causes monster science to fail. Wide Eye Tablets: Keeps you wide-awake for a night, but causes hallucinations Zombiejuice: Reanimates a fresh corpse into a killing machine, but it quickly falls apart. Zoner: You don't take shock to BRAINS, but you take -2d from shock to other attributes.
Forever towing the line between 'is this better in RP or forum game format'
[Center][URL=https://youtu.be/bVxHRkIsE9U][sup]Hᴀʀʙᴏʀᴇᴅ ғʀᴏᴍ ᴛʜᴇ ᴠᴏɪᴅ, ɪᴍᴘᴇᴅɪɴɢ ᴛʜᴇ ᴅɪssᴏɴᴀɴᴄᴇ ᴛᴏ ʀᴇsᴏʟᴠᴇ[/sup][/URL][/center]
GMT |
<div style="white-space:pre-wrap;">Forever towing the line between 'is this better in RP or forum game format'<br><br><div class="bb-center"><a target="_blank" rel="nofollow noopener" href="https://youtu.be/bVxHRkIsE9U"><sup>Hᴀʀʙᴏʀᴇᴅ ғʀᴏᴍ ᴛʜᴇ ᴠᴏɪᴅ, ɪᴍᴘᴇᴅɪɴɢ ᴛʜᴇ ᴅɪssᴏɴᴀɴᴄᴇ ᴛᴏ ʀᴇsᴏʟᴠᴇ</sup></a></div><br><br>GMT | </div>