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[ BOOK ] Artifact Compilation Glossary Ver. 6

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Zoobey
Artist

Magical Incubator

PostPosted: Sun Nov 04, 2012 6:59 pm


Forward: Author's notes:

An artifact is considered an item of power. This is an extremely vague category because Artifacts cover an extremely large range of items. They are items that are imbued with Fear and can be used/ wielded to use a certain, often limited, ability or power. This can include status effects, amplifying abilities, or often, curses and hexes.

Due to this, we are only Classifying artifacts level C class or higher. C class Artifacts are consider Artifacts of Power.

- M


OOC


ARTIFACT GLOSSARY:

- This is a place to keep trace of all Obtained Class C artifacts and what they do.
- To see the mechanics of Artifact Quests and how to embark on one, please GO HERE, thank you!
- It is recommended that if you own a Class C Artifact that you post the CARD (see images below) for your artifact in OOC spoilers whenever you use it so everyone knows what it does!
- Each artifact is bind to user. Fear works in strange and mysterious ways! They cannot be transferred!
- A character is allowed a max of one Status Artifact and one Battle Artifact.
- Please note Battle Artifacts can never be used on bosses (unless modifying your own attack power), and take up a turn unless stated otherwise.
- Status artifacts last a max of 1 IC hour unless stated otherwise. You need permission of the rper to use targetable status effect items on others. Only Muse items are targetable (again, unless stated otherwise)


-----


THE ARTIFACT HALL OF HEROES

All claimed artifacts can be found here!
PostPosted: Sun Nov 04, 2012 7:06 pm


Olympus Artifact Collection 01:


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1. The Acorn of Zeus: A seed from the tree symbolic to the God Zeus, it glows with a green yellow light, a small thunderbolt like crack running down the side.
Battle Effect: When thrown, the acorn shatters, creating a small paralyzing electric field that nullifies one target at the sacrifice of the user's own turn. Targets must be stated at the time of it’s use, and using the acorn counts as a turn in battle.

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2. Hephaestus' Lucky Coin: A battered, worn coin, oozing mystical power despite it's tarnished appearance.
Status Effect : Roll a 6-sided dice. If odd, your face becomes so beautiful, so overwhelmingly beautiful... it sparkles... and hurts to look at because of its sheer beauty. If even it looks like someone mashed your face up with a blender and then mashed up again. It sends small scarelings screaming and crying the other direction (only lasts 1 IC hour, can be used once per 24 OOC hours)

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3. Milk of Hera: A small, handheld jug of what smell like fresh milk made from clay carries an odd lettering on it. You can’t help but feel like it’s going to make you better somehow…
Effect: Drinking the milk not only imbibes your with the feeling of superiority, but for those romantically involved, should the object of your affections look at another? You are swept into a jealous rage. Lasts 24 IC hours.

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4. Reins of Poseidon: Simple leather reins that smell a bit like the ocean and have barnacles along the buckles, it drips water endlessly.
Effect: Throwing this on a target causes them turn into a pony version of themselves and become a little more docile. If used on a horseman: they turn into this mount form. This lasts 2 hours for Y1s, 1 hour for horsemen/ Y2, and 30 min for Y3. It does not work on higher than Y3.

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5. Laurels of Demeter: Golden laurels in the shape of wheat and grains seem ordinary at first, but once they rest upon your head, small stalks of grains grow here and their into your hair. Along with a single red poppy.
Battle effect: Upon witnessing an ally being harmed, you feel a need to protect them. Rolling 1d6, this represents how much damage two targets are defended from. Stacks with other defense rolls unless otherwise noted.

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6. The Spearhead of Athena: A bronze spearhead, it’s actually rather simple. Smooth minus the few dents on the blade edges, it gives no signs that it’s anything but ordinary bronze spearhead aside from a small owl emblem on the base.
Battle effect: Holding the spears fills you with thoughts of heroism and courage, however unfound. It spurs you to battle, causing an additional +5 damage for ONE turn. Must be stated before rolling attack.

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7. The Flame of Hestia: The flame rests in a small clay jar. If put into a new vessel, that is where it will stay. It does not burn flesh or any objects, not even undead.
Effect: The flame acts as water, poured out onto a surface it will illuminate the area. BE AWARE! If the flame falls into a vessel, such as a jar, bucket, anything that can be carried, it will have transferred ‘source’. no battle bonus.

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8. Dionysus’s Wine: A small glass vial of deep red aromatic red wine flows endlessly.
Battle Effect: Can be used endlessly. Every time you sip, gives you +1 attack damage. However, your also have lower accuracy making you -1 attack damage. Can also recover 10 HP (can be used once any time per battle).

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9. The Arrowhead of Apollo : A bronze arrowhead emblazoned with the sun, it feels warm in your hand. Best to not lose it.
Battle effect: Cutting your target with this arrowhead fills them with a gold healing light, making them glow brightly for one turn before they are healed for 25% of their total health. Cannot go over their max health. Can only be used once per battle. Cannot be used on Bosses. Consumes a turn.

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10. The Arrowhead of Artemis: A bronze arrowhead emblazoned with the moon, it feels cool in your hand. Best to not lose it.
Battle effect: Cutting your target with this artifact fills them with a glowing silver light making them glow brightly for one turn. For one turn user is protected for 25% of damage next turn. SPECIAL: For women or virgins, this is upped to 50%. This can only be used once in battle. Cannot be used on Bosses. consumes one turn.

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11. The Tusk of Ares: A bleached boar tusk, it is carved with gruesome battle scenes, ever changing. If you watch closely, you might see a famous halloweener… or maybe even a horseman or hunter.
Battle effect: For one turn, the wielder may do +8 additional damage. Hit or miss, they take a -2 to accuracy for next 4 turns. Must be stated at time of roll, can be used in same turn of attack once per battle.

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12. The rose of Aphrodite: A rose that changes color in the light, it never wilts and it’s petals, color change included can be removed. They simply regrow as they are removed.
Effect: Placing them rose or petal on a person makes them appear unnaturally beautiful to all who see them, yet the person will not feel attracted to anyone and will feel a need to spurn all advances. Last 24 hours.

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13. The Sandals of Hermes: A pair of winged sandals that seem to adjust to any foot, the wings change time to time. Bird to insect, alternating with the wearer.
Effect: Once a week, the wearer can use the sandals to go anywhere they have been to for 1 hour. At the end of the hours, the sandals take them back to where they were. While traveling the sandals cannot be removed. Cannot carry others.

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Sun Nov 04, 2012 7:07 pm


Titan Artifact Collection 01:

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1. The Waves of Oceanus - A crystal vial of water from the old titan Oceanus, a Titan who was the embodiment of the sea. After being emptied, it always seems to refill itself after a time...
Status Effect: Once per battle, you may use this to flood the area immediately around your battle. The enemy must subtract -8 instead of -6 from their attack roll in order to hit you. Lasts one turn, does not take up a turn.

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2. Coeus' Depolarizing Axis - This artifact is a large orb that glows with orange light. Inside it, you can see swirls of lava, its power contained.
Status Effect: Once every 48 OOC hours, you may use this to reverse gravity in your general vicinity, causing you to float for a 5 minute period. Think moonwalking.

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3. The Sundial of Cronus This hand-held marble sundial was one of many offerings to Cronus, a Titan who resided over time. It glows with an ethereal blue light.
Status Effect: Once per battle, and no more often than once per OOC week, this artifact lets you take an additional turn before your enemies retaliate. You may ONLY use a normal attack/defend/heal. IE: no charged/FEAR attack. If there is more than one target in battle, you may not attack the same target twice.

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4. Orcus Talisman: A tarnished silver medal on a thick silver chain, bearing the profile of an ancient giant, kneeling on a pile of skulls. It always feels cold to the touch, even in the hottest October.
Battle Effect: Once each OOC week, this talisman can be used in battle to add +5 to your basic attack roll on that turn. You can ONLY use this if your target damaged you the previous turn.

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5. Metis' Scroll of Wisdom: This papyrus scroll was once a part of Metis' vast library. When unraveled, seemingly blank paper glows silver, and fresh ink starts to write.
Status Effect: Once every three OOC days, you may open this scroll...and you become an insufferable know it all. Even if you don't know the real answer, you'll correct anyone's statements with "Actually..." and "Did you know that..." -- This last for 24 OOC hours.

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6. Selene's Spyglass: Once used by the titan Selene to watch the moon during her stay on Earth. The silver artifact is unremarkable save for the phases of the moon etched around it's circumference.
Status Effect: After looking through the spyglass, you feel no desire to sleep, and suffer no ill effects from staying awake. This may persist for up to a week, and may be used once every OOC month.

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7. Staff of Asclepius: An old wooden staff, polished smooth from ages of wear. The design of an ancient serpent curls around it from one end to the other.
Battle Effect: Once every OOC week, you may use the staff to clear yourself or another character of the continued effects of Tainted Fang or any paralytic move. This does not take up a turn. Does not work on bosses attacks.

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8. Mnemosyne's Goblet of Recollections This plain copper goblet is of no use until it is filled with water. Upon doing so, the water cannot be spilled until the goblet is used.
Status Effect: Once per OOC week, you may peer into the goblet. Upon doing so, you and one character are sucked into a vision of that character's past. You are in the infirmary/asleep while it happens, and wake up in your room/dorm/the infirmary!

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9. The Sash of Tethys: This scarf is of a fine silken material, and there are waves woven into it. In the corner of your eye, they seem to move. They smell of the sea.
Status Effect: Once per battle, you may wrap this sash around your waist to ground yourself. Subtract 5 damage from any hit on you. For three OOC days after, you keep finding (small) sealife in your clothes and hair...Anemones, starfish, sea cucumbers...Maybe even a crab.

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10. Theia's Blessing of Light: This artifact looks like a large, red, sandstone spoon filled with burning oil. In actuality, it's in the style of an oil lamp that the ancient Greeks used. It stays brightly lit no matter the conditions, and cannot be put out. Oddly, it cannot set anything else aflame, and does not emit any heat.
Status Effect: Once every OOC week, you may pour the oil onto yourself. It sinks into your skin, spreading quickly-- congratulations, you now BRIGHTLY glow for one OOC day. To the point where it's painful to look at you. If you already glowed, the effect is twice and strong, AND it lasts twice as long (so two OOC days)!

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11. The Gift of Prometheus: This is but a simple box of violet and blue. Inside it is some dust, enough to blow at one target. It sparkles pink, even in the dark.
Status Effect: This object only works on minipets, and can only be used once per day, and NEVER on the same target more than once. For a brief time, the minipet becomes sentient, and can talk! Too bad that it has nothing of value to say...it mostly babbles incoherently.

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12. The Globe of Atlas: This heavy globe is almost too much for the holder to bear. It radiates a morose sort of attitude, which is strange, for an object.
Status Effect: Using this object teleports you to a random ancient ruins in either Halloween or the Human world. Unfortunately, there's nothing of value in these ruins, but you may want to enjoy the view! (Re: see the pyramids, or ancient Halloween!) It can only be used once per TWO OOC weeks, and can NEVER takes its wielder to the same location twice. This object may be best if passed around...Hunters, bring your Pendant, or else you can't go home!
PostPosted: Sun Nov 04, 2012 7:10 pm


Muse Artifact Collection 01:


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1.Calliope's Stylus: This simple stylus easily fits into any pocket, its weight feather light.
Status Effect: This object can be used once every three OOC days and once per battle. Its target is subjected with their voice changing into that of a movie trailer announcers: really deep, and everything is epic. Everything. They must also talk in third person, narrating their activities, for the 24 hour duration of this effect.

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2. The Scroll of Clio: This scroll is made entirely of gold leaf, and has solid gold handles. Better be careful-- it's delicate!
Status Effect: Once per OOC week, you may use this item on a target. They now think everyone they meet is a famous celebrity, and want to shake their hand, take their picture, etc. It lasts for 24 IC hours.

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3. Erato's Kithara: This ancient instrument's closest analog is the guitar. Its a beautiful and lustrous red, and it's impossible to play a sour note on it.
Status Effect: Once every OOC week, this instrument can be used on a target. For 24 IC hours, the target can only communicate in lines from romance songs. They are probably pop in nature, but epic love ballads are acceptable, too.

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4. The Aulos of Euterpe: An old style flute, carved from ivory and other bones. It should be creepy, but instead, it's just hauntingly beautiful.
Status Effect: Every four OOC days, this flute can be played, and affects both the target AND the user. They have to communicate by SINGING THEIR WORDS in a chosen style (country, rap, pop, death metal screaming, etc) for 24 IC hours.

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5. Melpomene's Weeping Mask: This mask is plain white, with a weeping face carved into it. Its eyes glow blue, and tears leak from its eyes.
Status Effect: Once a week, whenever this mask is worn, whoever the user is talking to is forced into a deep, harrowing depression. Their soul is blackness, their tears are infinite, they want to wear all black, and Nobody Understands. It lasts for a single conversation, up to 20 IC minutes, and can only be used on 1 target.
Careful!! Looking in the mirror forces the user into depression!

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6. The Torn Veil of Polyhymnia: This somber veil is about eight feet long, and feels sturdy despite its delicate lace appearance. It's a little tattered and threadbare in places. At the right angle, some of the threads gleam silver.
Status Effect: Once every OOC week you may wield this object against an target. They become overly serious, and think simply everything is too mainstream. They find the urge to drink alcoholic beverages/pumpkin cider of low quality. Their clothes change to be that of a hipster. (Pick one from http://cdn.pastemagazine.com/www/articles/2012/11/02/evolution-hipster.jpg here, or make up your own!)
This effect lasts for 24 IC hours. When it wears off, the target remembers their inevitable shame.

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7. Terpsichore's Silven Lyre: This lyre is all the colours of the rainbow at once, and is truly opalescent in nature. The strings are barely tangible, and tingle the fingers when played.
Status Effect: Once every three OOC days, this Lyre can be used to make the target subject to dance - the effect varies from target to target from 10 seconds to 1 hour. They challenge anyone they see to a dance fight. Anyone.

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8. Thalia's Hysterical Mask: This white mask is painted with red and gold filigree along its edges, and it's hard to NOT smile when looking at it.
Status Effect: Once per OOC week, wearing the mask and looking at someone causes them to be overwhelmed with an urge-- an urge to write terrible fanfiction about their life, and they ship themselves with everyone. Mary-sue, overpowered, intense fanfiction urges.
They HAVE to narrate it as they write at a furious speed. It lasts 3 IC hours, and the quality of the writing is...just...It's dreadful. So dreadful.

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9. Urania's Compass of Stars: This tool is made of obsidian, and is slightly larger than your usual compass. It is the compass for math, rather than for navigating. If you tilt it just right, you can see the stars in it.
Status Effect: Once every OOC day, you may use this artifact. It turns you and one other person into an alpaca-- and arkpakassu minipet, in fact. It lasts for one IC hour. You are the fluffiest thing since the great fluffening of 2003. Enjoy!

Zoobey
Artist

Magical Incubator


its me debz
Crew

Wicked Shadow

PostPosted: Sun Feb 16, 2014 5:27 pm


Legacy(?) Collection 01: Trinkets

1. Droplets of the Mist: A beautiful small vial that has a valuable liquid within. It glows a opalescent hue.
Status Effect: Droplets can be scattered on players afflicted by Insanity, temporarily ceasing their pain. The cure only lasts for 6 IC hours. Only one person can be cured at once for that duration. However, droplets take 1 IC week to recharge. Cannot be used in battle.

2. Ring of Truth: A small ring with a simple gem fastened at the end.
Status Effect: Anyone wearing the ring on their FINGER can only speak the truth. This does not affect anyone who is at a higher rank/ Fear level than the owner of the ring itself. This effect lasts until the ring is taken off.

3. Necklace of Pledge: A simple necklace with a large stone at the end. The stone changes colours according to the mood of the owner.
Battle effect: Once per battle, you may PLEDGE YOUR LOYALTY to one character. If that character dissipates/ falls in battle, or is ready to take the killing blow, you can instead, take that blow for them. This is only applicable for any blows that would send that pledged character to 0 HP or lower. You can only pledge to one character once per battle and its effect can only be used once.

4. Clasp of Fortune: A simple clasp with an opal gem, round in shape, embedded on a silver backing.
Battle effect: Once per battle you may forfeit your turn (non Fear charge only) to grant ANOTHER PLAYER that turn that you forfeited. That player will get an extra turn during that round at no cost!



Legacy(?) Collection 02: Tomes

1. Book of Destruction: A book that glows an ominous deep red. It speaks of destruction...
Battle effect: Once per battle, you can simply stack +1 to your attack roll, at any point in time, equal to the number of misses you have had. Thus if you missed 6 times, stack +6 attack.

2. Book of Creation: A book that glows a brilliant green. It speaks of creation.
Battle effect: Once per battle, you can heal yourself +1 x the number of times you have been hit by the opponent. If you were hit six times you can heal yourself 1 x 6 = for 6 HP. This does not take up a turn.

3. Book of Protection: A book that glows a brilliant blue. It speaks of protection.
Battle effect: Once per battle you can stack +1 to your defense roll, at any point in time, equal to the number of defensive blocks you have made. Thus if you defended 6 times, you get +6 defense.

4. Book of Pride: A book that glows a brilliant gold. It speaks of pride..
Battle effect: Once per battle you can subtract 1 from your damage modifier, at any point in time, equal to the number of successful attacks you have made. Thus if you successfully attacked 6 times, you get -0 damage modifier for that turn. (Ie: I roll 5, 5. My damage is 10 (the usual modifier is -6, but since I got -0 the example, I do 10 damage flat out).



Legacy(?) Collection 03: Small Weapons

1. Thorn of Pendragon: A beautiful, ornate dagger that glows a brilliant white. A fine white mist escapes its tip...
Battle effect: This item is useless unless there is are people who own ARTIFACTS from this cavern. It resets ALL USES of those artifacts, not including this one. This affects allies and opponents.

2. Thorn of the Enchanter: A small wizened stick with a single glowing blue orb at the tip. A fine mist escapes from the orb...
Battle effect: This item is useless unless there is are people who own ARTIFACTS from this cavern. It resets ALL USES of those artifacts, not including this one. This affects allies and opponents.
PostPosted: Sun Feb 16, 2014 6:52 pm


Ennead Collection 01:

1. Tears of Atum: A small, deep blue glass bottle in the Egyptian style, delicately ornamented with gold. Within the bottle are a few drops of iridescent liquid.
Status Effect: When poured out, the tears within form a translucent and featureless humanoid figure, like a golem made of water. This figure cannot speak, but it will perform simple tasks for 2 IC hours before evaporating. It will take orders only from the wielder of the Tears and will ignore all other beings. Tasks must be direct and primarily physical (like "get that bottle across the room and bring it to me", not "do my homework"). Cannot be used in battle. The bottle takes 2 IC days to refill after being used.

2. Fang of Geb: A snake's fang three inches long, set into a simple pendant on a leather thong. The leather is embossed with images of snakes, river reeds, and grain. The fang's tip is blunted and stained with dirt, and no matter how hard you scrub the stain won't come off.
Battle Effect: Once per battle, you may drive the Fang into the ground/floor; upon contact, a wave of reeds will sprout, entangling your opponent and binding them. This gives you an additional chance to strike; for your next turn, your modifier is -4, not -6. Using the Fang takes up one turn, and you may not use the Fang in boss battles.

3. Knot of Isis: A two-foot braid of jet-black hair, the ends tied off with bands of gold. It will not come undone no matter what you do to it.
Battle Effect: Once per battle, you may tie the braid into a knot; upon doing so, a golden barrier appears in the air around you and only you. This barrier takes 5 damage to break through and must be shattered before you can be damaged again. Using the Knot takes up one turn. Bonus: as Isis was a particular protector of the dead, if the wielder of the Knot is undead or a ghost, the barrier takes 7 damage to break through.

4. Star of Nut: An amulet in the shape of a five-pointed star, made of gold and inlaid with rich blue lapis lazuli. The amulet hangs on a thick golden chain, suitable for wearing as a necklace.
Status Effect: The Star is activated by pressing all five points of the amulet simultaneously; upon doing so, all the light in the immediate vicinity is pulled into the amulet and held there, plunging that area into total darkness. The amulet's range is a sphere 10 feet square; if within that range, you cannot see out of it and appear trapped in complete darkness. From the outside, it looks like a sphere of pure black. The effect lasts for 5 IC minutes. Can only be used in battle to escape, not to attack - because if you use the amulet, you won't be able to see either! After use, the amulet takes 1 IC day to recharge. Cannot be used in boss battles or battles that you cannot (for whatever reason) escape.

5. Wrappings of Osiris: A roll of stiff gauze that looks old, the edges tattered and faded. Still, it seems clean and smells fresh. The exterior surface of the gauze is painted with hieroglyphs in rusty red ink. No matter how much is removed, the amount of gauze in the roll never seems to decrease.
Battle Effect: The Wrappings can be used on an injury like ordinary bandages; upon contact, it heals the target for 25% of their total HP. Bonus: as Osiris was the greatest lord of the underworld, undead and ghosts are healed for 35% of their total HP. If used in battle, consumes one turn. Cannot be used on bosses; can be used once every IC day.

6. Bounty of Nephthys: A beautiful drinking-cup in the Egyptian style, ornamented with semiprecious stones.
Status Effect: Any alcoholic liquid poured into the cup can then be drunk without fear of hangovers; while you will most certainly get drunk, at least you'll be okay the next day... as far as hangovers are concerned, at least. Liver poisoning is another story. You must provide your own alcohol.

7. Scepter of Set: A jet-black Egyptian was staff, carved of a light yet durable substance, utterly unornamented and tall enough to be used as a walking-stick by human-sized beings.
Battle Effect: Once per battle, you may wave the scepter through the air in a spiral pattern; upon doing so, a small, localized sandstorm will spring up and attack a single opponent of your choice, doing an additional +3 damage on top of whatever damage you yourself manage to do next turn - even if you miss, you'll still do 3 damage. Does not work on bosses; initial use costs you one turn.

8. Breath of Shu: An fluffy, ornamented feather two feet long, with a beaded shaft and delicately gilded tip.
Status Effect: When the feather is waved through the air, a sense of peace and calm descends upon a single target. This feeling of serenity lasts for 3 IC hours, and is utterly unshakable regardless of events. (Afterwards, of course, may be a different story.) Can be used in battle, but has no required effect; after all, your enemy could decide to calmly continue kicking your a**! Can be used once per IC day; cannot be used on bosses.

9. Waters of Tefnut: An alabaster bottle bearing the seal of a lioness. Within the bottle you can hear liquid sloshing around, but the cork sealing the bottle refuses to open unless you intend on using it - no sneaking a peek!
Battle Effect: Upon opening the bottle, the water within seems so appealing that you simply must drink it. Once per battle, you may drink the bottle dry; upon doing so, you feel refreshed. Any damage over time effects troubling you (i.e. Tainted Fang, etc.) are instantly cleansed, though damage already dealt is not healed. Does not work on boss attacks or heal at all; this is solely an interrupt to attacks in progress.

its me debz
Crew

Wicked Shadow


its me debz
Crew

Wicked Shadow

PostPosted: Wed Feb 11, 2015 6:10 pm


Trickery Collection 01:

All of these artifacts can only be activated outside of combat.

1. The Coyote's Howl: A small vial full of a cloudy liquid. When the stopper is removed, a cloud of iridescent smoke escapes, followed by the faintest of howls.
Status Effect: Using this artifact causes the target to understand the wielder's point of view for 30 minutes. They have a deeper understanding of their emotions, motivations, and intents for this time. This has a 1 week cooldown.

2. Anansi's Youngest: A black metal brooch with eight spindly legs that latch onto skin or cloth, whatever is closest. Eight ruby eyes glow the faintest red.
Status Effect: You may use this artifact to summon many many tiny spiders that cover the wielder's body. For 5 minutes, they are granted a temporary illusion that conceals them from sight. It is immediately broken by someone making physical contact with them, or if the user moves at all. This has a 1 week cooldown.

3. Loki's Miserable Rune: A leather bag with a single rune inside. Every time the rune is withdrawn, a different letter of the Norse alphabet is carved into it, but it always gleams with a faint green light.
Status Effect: Using this artifact cloaks the user with the illusion of someone they know for 10 minutes. They may never use the same person twice. This does not change the body at all: it's a glamour-illusion, that's all. This has a 1 week cooldown.

4. Sedna's Vengeful Rings: Three silver rings connected by a thin chain. They manage to fit no matter what fingers they're put on, and smell of the sea.
Status Effect: Using this artifact allows the user to breathe underwater for 15 minutes. If they already possess the capability to exist underwater, they get no added bonuses. However: it cannot be deactivated, and while active, the user cannot breathe oxygen. This has a 1 week cooldown.

5. Crow's Singed Quill: A large, indigo feather, ash blackened at the edges that can write without ink, when not on cooldown.
Status Effect: This artifact is activated when used as a writing instrument. The users words are written in an indecipherable language on whatever surface is available. As soon as the user is done writing, the words become gibberish to them, too. The only way to read them is to activate the artifact. This artifact has a 1 week cooldown, which is triggered by either reading or writing.

6. Eris' Calamitous Manacle: A golden manacle that seals as soon as it's around the wearer's wrist. The flesh (or bone, as it may be) immediately around it takes on a golden hue.
Status Effect: Using this artifact allows the user to become impervious to pain for 4 hours. This does not stop any damage done to the wielder's body. After the effect wears off, the user is hypersensitive to pain for 24 hours. This has a 1 week cooldown.

7. Kutkh's Cursed Shackle: A manacle with no lock. Instead, a large, orange gem seals it shut. It glows with a subtle, orange hue, and feels oddly like home.
Status Effect: Activate this artifact by putting it on your target. It completely removes the target's ability to gain satisfaction/happiness from any source for 2 hours, and falls off afterward the 2 hours are over. This has a 1 week cooldown.

8. Wukong's Sagely Gaiwan: A golden and red tea cup, always warm. Pour any liquid into it to activate it.
Status Effect: Use this artifact by looking into it. It allows the user to spy on a nearby area for 15 minutes by slipping into a deep trance-like sleep. The area must be within a 250 foot radius. If the user's body is disturbed, the effect ends immediately. This has a 1 week cooldown.

9. Veles' Silent Offering: A metal token with a large, sprawling tree engraved into it. A leather strap wraps around it, so that it can be worn as a necklace or bracelet. It smells of the earth.
Status Effect: The wielder may use this artifact to communicate telepathically with one person they are in physical skin-to-skin contact with. It lasts for 15 minutes, and they lose the ability to speak out-loud for 24 hours. Additionally, this has a 1 week cooldown.
PostPosted: Wed Feb 11, 2015 6:12 pm


Heracles Collection 01:

1. Nemean's Deadly Claw: A large silver lion's claw, tipped with topaz. It is both warm to the touch and heavy in the hand.
Battle Effect: Once per OOC week, you may use this artifact to summon the intangible figment of a large, ghostly lion to fight by your side. For one turn, it negates your dice penalty. Cannot be used on bosses, has no effect on fear moves.


2. Toxic Scale of Lernaen: This violet Hydra's scale is sharper than most blades-- handle with care! It glows lightly in the dark, and faintly hisses when first picked up.
Battle Effect: Once per OOC week, rolling doubles at any point allows you to take a second attack. Roll the dice below yours. (IE: Roll 2d8 normally? Roll 2d6.) Does not affect FEAR attacks.


3. The Ceryneian's Golden Antler: This antler is about a foot and a half long, covered in gold filigrees and adorned with subtly glowing emeralds. It almost thrums in the hand when held.
Status Effect: Once every 48 OOC hours, you may use this artifact to jump from or to up to 50 feet without harm for 2 OOC hours. A y2 student, intermediate hunter, or y1 horseman has the strength can carry up to one person with them.


4. Obsidian Hoof of Erymanthian: This hoof is large-- about the size of a grapefruit. It once belonged to a fearsome boar who has long since passed. It is surprisingly light-- and hollow, you think.
Status Effect: Once per OOC week, you may use this artifact to run incredibly fast without tiring. To the naked eye, you are just a stampeding blur. The effect lasts for 4 OOC HOURS. You can use this to run over water, up the side of buildings, etc. You may not carry another person unless you're at your final stage (y3 student/full hunter/elder horseman.)


5. Shimmering Augean Vial: A small crystal vial that contains the water of two rivers near King Augeas' previous domain. The water inside glows a soft, ethereal teal.
Status Effect: Once per OOC week, you may pour this water over a person or object to purify their negative emotions-- or Insanity-- for 2 IC hours. The insanity must be stage 1.


6. The Bronze Stymphalian Beak: A beak cast in bronze, the size of your palm. It's adorned with rubies and attached to a heavy chain.
Battle Effect: Once every 72 OOC hours, you may activate this artifact in battle while defending. It causes metal to coat your form with a bronze protective shell, allowing you to double your defense roll. It must be used *as* you roll for defense, not after (honor system!), and only affects 1 turn's worth of defense.


7. Horn of the Cretan Bull: An ornate horn made of bone, decorated with feathers and leather straps.
Battle Effect: Once every 72 OOC hours, you may use this horn in battle to copy a fear type your opponent has used in battle. It MUST be level appropriate. (A Y1 hunter could not use a T3 GC, but could use a T2 one.) You MUST have a charge available to use it. No freebies!


8. The Bridle of Diomedes: This bridle is made of a smooth, buttery leather that never fades. It is extremely hot to the touch.
Battle Effect: Once every 72 OOC hours, you may use this artifact to set your weapon aflame (cold fire, if you're ice-based). If your attack lands, your enemy takes an extra 2 damage per turn for the next 2 turns, regardless of defense/healing.


9. Hippolyta's Arrowhead: This oversized arrowhead is made of a simple glass, but when tilted just so, it glows violet and green. There's a white leather strap tied to the base of it.
Status Effect: Once every 72 OOC hours, you may use this arrowhead to cut yourself or someone else. By doing so, the target is then stuck in a psychedelic vision for a duration between 2 and 6 OOC hours. Extrapolate however you desire: but whatever they see isn't actually there.


10. The Crook of Geryon: This birch staff is thin and crooked at the end, and is disturbingly heavy for its size. Inlaid in its wood is a series of black gems.
Status Effect: Once every 72 OOC hours, you may use this staff to call upon a herd of minipets of your choice to stampede your enemy for one turn. They don't deal damage. Instead, they distract your opponent enough to give them an extra -2 to their dice for their normal attack. AKA: If they normally -6, they would now -8.


11. Golden Bough of Hesperides: This bough from a golden sapling sparkles more than any jewel. It weighs heavy in the hand, and cannot be trimmed by any knife.
Status Effect: Once every 24 OOC hours, you may pluck a leaf from this branch. Roll 2d10. If the first dice is even, you grow older, if it is odd, you grow younger. The second dice is how many years you change. You can be no younger than 8. This lasts for 3 OOC hours. Horsemen/students, you can approximate. EX: Dragon is 150 years old, but mentally/physically 15. Aging down 4 would not make them 146, but mentally/physically 11.


12. The Collar of Cerberus: This artifact is made of buttery soft leather in the hues of obsidian and gold, and is decorated with ruby filigrees. It is so very cold to the touch, and while worn, you can hear the faint sounds of rushing of water...
Status Effect: Once every 72 OOC hours, you may activate this collar by rolling 1d6 and give the following effect to the target: 1 = hatred, 2 = intense pain, 3 = temporary amnesia, 4 = fevered, 5 = uncontrollable wailing, 6 = none. This effect lasts for 5-10 minutes. You can target yourself.

its me debz
Crew

Wicked Shadow


its me debz
Crew

Wicked Shadow

PostPosted: Thu Oct 15, 2015 11:38 am


Distortion Shards 01:


1. The First Shard: A small, unimportant piece of a round mirror. Looking into it reveals a young, human you. Using this allows you to enter the Shard of a high school universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: Modern era, no magic. All characters are human and attend a high school (private, public, college, university, etc.) of your choosing. There is either a scandal or an event going on.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Know It All/Teacher's Pet
- The Geek/Nerd
- The Jock/Cheerleader
- The Popular One
- Mysterious New Transfer Student
- Teacher(s)


2. The Second Shard: A simple sliver of a square mirror. Looking into it reveals a you that is...the opposite gender? Using this allows you to enter the Shard of a genderbent universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in canon, except, well. Gender swapped. If you don't identify with a gender, or with multiple, you gain sex appeal as a specific gender. There are, somehow, minipets involved.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Loving the New Body
- RESENTS THIS.
- Reluctantly Intrigued
- Frumpy to Foxy
- Personality Unchanged
- The One Who is to Blame


3. The Third Shard: A cloudy shard of a mirror. Looking into it reveals a forest and a cloak of red. Using this allows you to enter the Shard of a red riding hood universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard can be set in any time period, with or without magic. It follows the plot loosely.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Red Riding Hood
- The Wolf/Wolves
- Who Red Visits
- The Huntsman
- Visitors on the Road


4. The Fourth Shard: A black shard of glass, barely reflective. Looking into it reveals a red apple. Using this allows you to enter the Shard of a snow white universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in older times, in a castle and its surrounding forest. It follows the plot loosely.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Snow White
- The Evil Ruler
- The Hunter
- Snow's Host(s)
- Snow's Royal Love Interest


5. The Fifth Shard: A shard that is perfectly smooth around the edges. Looking into this shard reveals a creature beside you. Using this allows you to enter the Shard of an animal familiar universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in any time, and all characters are human. Everyone has an animal/creature companion that they are bonded to. For Hunters/Reapers, it is their weapon specifically. One character has been betrayed by another member of the group.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- One Quiet, One Loud
- Disproportionate Sizes
- The Familiar Does the Talking
- The Most Unlikely Pair
- Perfectly Synced
- Troubled Inside


6. The Sixth Shard: A shard that has circuits running through it. Looking into this shard reveals a cybernetic you. Using this allows you to enter the Shard of a cyberpunk universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in futuristic times, and all characters can be human or their original, player's choice. There is no magic, and instead, technology reigns supreme. One faction is taking over the world, through whatever means necessary.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Cybernetic Enhancements
- Refuses to Upgrade
- A Corporate Double Agent
- A Journalist
- Powerful Corporate Employee
- Corrupt Cop
- Android/Robot


7. The Seventh Shard: A glamorous mirror. Looking into this shard reveals adoring masses in a crowd. Using this allows you to enter the Shard of a famous musician universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in modern times, and all characters are species of choice. No magic. Based around character(s) being music stars. The final concert of a tour.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Singer
- The Guitarist/Bassist
- The Drummer
- Groupie(s)
- The Manager
- The Bouncer
- The Fan(s)


8. The Eighth Shard: A regal mirror. Looking into this shard reveals you in a crown. Using this allows you to enter the Shard of a royal universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard can be set in any time, with or without magic. The coronation is soon, a feast is on the horizon, or someone has returned from an epic quest. Unfortunately, revisiting any form of the realms of 7 kings or legacy is not possible; those worlds are beyond the abilities of a mere shard to access!
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- King/Queen/Ruler
- Their Partner to be
- Jester
- Knight(s)
- Advisor(s)
- An Assassin
- The Peasant With a Message
- Prince(ss) From Another Castle


9. The Ninth Shard: A simple sliver of a mirror. Looking into this shard reveals a ship. Using this allows you to enter the Shard of a pirate universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in an older, pirate or steampunk time. You may be a sea pirate, or a sky pirate. Characters can be any species. Hunter weapons are animal or mechanical companions.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Captain
- The First Mate
- The One About to Be Marooned
- The Cabin Boy/Girl
- The Civilian
- The Engineer
- The Rival Captain
- The Prisoner


10. The Tenth Shard: A shard that's covered in bloodstains. Using this allows you to enter the Shard of a warrior partners universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in any time, and magic exists. Every character is bound to another. You may decide the partnership: might/magic, tactics/action, etc. The proof manifests physically. Hunter/Reaper weapons can be characters bound to their hunters, but cannot switch owners. The war is mounting, and you have the key, if only they'd listen.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Strongest One(s)
- Young General
- The Thief
- The Key Itself
- The Unbound One
- A Force of Pure Evil
- Caught in the Middle


11. The Eleventh Shard: A power, thrumming shard of a mirror. Looking into this shard reveals a tree changing seasons. Using this allows you to enter the Shard of a powerful deities universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in modern times, with magic. Interpret as you wish: with your character personifying the element, whether or not they have two forms, etc. The theme is awakening of something new.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- Any of the Seasons (Winter/Fall/Summer/Spring)
- Any Emotion (Sadness/Wonder/Rage/etc)
- Any Physical Manifestation (Darkness/Light/Wind/Water)


12. The Twelfth Shard: An inky black mirror, with stars inside. Looking into this shard reveals space as the final frontier. Using this allows you to enter the Shard of an aliens exist universe. You get 1 IC day in that universe, or at most 7 pages in a thread, whichever comes first.
Setting: This shard is set in futuristic times, with no magic. Characters in any role can be a human or an alien. First contact, or perhaps space exploration are the key.
Roles: Every character must play a role, but not all roles must be used. You may twist these however you like.
- The Amorous One
- Mad Scientist
- The Ambassador
- The First Contact Human
- Red Shirt
- Alien Language and/or Culture Expert
- Space Physics Expert
- The Stoic One

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