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Post by Veliky on Mar 9, 2023 13:58:23 GMT -5
-Crafting Template Material Component One: Sol Stone Shard Material Component Two: Stones Desired Outcome: Enforcer's Shackles: A set of magical wrist-shackles, connected by a short chain, the cuffs of which can be adjusted to fit any creature of Small or Medium size (assuming said creature has wrists). Comes with a tiny key to unlock them.
While a creature is wearing these shackles, an enchantment upon the cuffs causes them to be severely debilitated. This renders them incapable of attacking, casting spells, trying to break the shackles, or generally exerting themselves in any strenuous way; as if they were exhausted. (This magical feature comes from the Sol Stone Shard, and uses Veliky's knowledge of the Desperation spell)
Roll to Succeed: +4 from Dignitary
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Post by Veliky on Mar 13, 2023 0:44:54 GMT -5
-Crafting Template Material Component One: Lightning Catalyst Material Component Two: Blink Dust Desired Outcome: Pursuer's Ring: A magical ring suffused with lightning. While wearing this ring, a creature can use the Blink spell at will (following the normal post-cooldown rules). However, when the wearer casts Blink in this way, their arrival at the target destination triggers a small (5-foot radius) blast of lightning around them, dealing moderate lightning damage to everything within that area. Roll to Succeed: +4 from Dignitary
Edit I: used wrong reagent; edited to replace 'light catalyst' with 'lightning catalyst'
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Post by Veliky on Mar 15, 2023 16:13:22 GMT -5
Scrap the Pursuer's Ring. Didn't realize that the Trading Post had changed in function, so I shouldn't be able to have Blink Dust. Whoops.
Moving on
Second attempt at Enforcer's Shackles, using a new Stone:
Edit I: Minor wording change
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Post by Admin: Gawain on Mar 17, 2023 18:52:16 GMT -5
Successfully crafted pending the below description and commentary: The shackles must be placed and latched onto another both with effort (The ability to avoid it if possible.) and consent if able. The shackles must be able to removed by mundane ways like other shackles/Manacles would be if it all possible. (Lockpicking, someone else breaking them, removing them, etc.) Name | Description | Weight | Enforcer's Shackles | A set of magical wrist-shackles, connected by a short chain, the cuffs of which can be adjusted to fit any creature of Small or Medium size (assuming said creature has wrists). Comes with a tiny key to unlock them.
While a creature is wearing these shackles, an enchantment upon the cuffs causes them to be severely debilitated. This renders them incapable of attacking, casting spells, trying to break the shackles, or generally exerting themselves in any strenuous way; as if they were exhausted. (This magical feature comes from the Sol Stone Shard, and uses Veliky's knowledge of the Desperation spell)
These shackles can be removed by mundane means such as lockpicking, someone else breaking or removing them, etc. If only one shackle is worn it functions like a normal pair of shackles, both must be affixed to either the hands or feet for the effects of its enchantment to take place. | 1 |
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Post by Veliky on Apr 3, 2023 0:08:33 GMT -5
Okay I need you to bear with me on this one -Crafting Template Material Component One: Hide Material Component Two: Phoenix Ash Desired Outcome: Tactical Kangaroo Harness: This harness is designed to be worn around the torso of a medium-sized, humanoid creature. Despite its strange appearance, it's surprisingly comfortable to wear, and can even be worn over armour. At the centre of the harness (either at the wearer's chest or back, depending on which way the harness is worn) is a sort of seat made of cloth. While you are wearing this harness, a creature that is significantly smaller than you (half as tall as you, at most) can climb into this seat. This allows you to effectively carry them while retaining free use of both arms. Additionally, the creature may treat you as a mount for all mechanical purposes while they are riding the harness. While the benefits of this harness may seem minimal at first, it carries a surprisingly potent enchantment that's evidenced by an orange-glowing stone near the harness' centre. This stone, infused with essence from the ashes of a phoenix, provides great warmth to both the wearer and rider, yet never reaches a point of discomfort and doesn't burn. While riding in the harness, a creature gains the following benefits: - Over the course of five (5) posts, the rider will be healed of all minor wounds and cured of all exhaustion effects.
- Any offensive spell that would be cast at only the rider (AoE effects are unaffected) is instead redirected to you.
- The rider is unaffected by nonmagical cold.
Roll to Succeed: +6 from Noble W2eH2DRX
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Post by Admin: Soul on Apr 14, 2023 12:50:30 GMT -5
Name | Description | Points | Tactical Kangaroo Harness
| This harness is designed to be worn around the torso of a medium-sized, humanoid creature. Despite its strange appearance, it's surprisingly comfortable to wear, and can even be worn over armor.
At the center of the harness (either at the wearer's chest or back, depending on which way the harness is worn) is a sort of seat made of cloth. While you are wearing this harness, a creature that is significantly smaller than you (half as tall as you, at most) can climb into this seat. This allows you to effectively carry them while retaining free use of both arms. Additionally, the creature may treat you as a mount for all mechanical purposes while they are riding the harness. (Does not apply to PC's)
While the benefits of this harness may seem minimal at first, it carries a surprisingly potent enchantment that's evidenced by an orange-glowing stone near the harness' center. This stone, infused with essence from the ashes of a phoenix, provides great warmth to both the wearer and rider, yet never reaches a point of discomfort and doesn't burn. While riding in the harness, a creature gains the following benefits:
After a charge up period of five (5) posts, the rider will be healed of all minor wounds and cured of all exhaustion effects.
Any offensive spell that would be cast at only the rider (AoE effects are unaffected) is instead redirected to you. Can be used twice per topic. The rider is unaffected by nonmagical cold.
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Post by Veliky on Apr 17, 2023 8:12:38 GMT -5
-Crafting Template Material Component One: Light Catalyst Material Component Two: Cthonian Parasite Desired Outcome: IRiS
At first glance, the IRiS appears to be little more than a peculiar, but innocuous metal sphere with thin, vestigial protrusions. However, at one side of the structure is a glass window, called the 'ocular window.' Staring into the ocular window, one can catch a glimpse of the radiating Light Catalyst contained within (staring into the ocular window for extended periods is not recommended). At the opposing side is a much smaller window, called the 'viewfinder,' which is just large enough to be peered into by someone directly beside the IRiS.
The IRiS' functionality is both simple and fantastical: it sees. Using the power of the Light Catalyst to capture light, it can 'see' via the ocular window, much in the same way that a person's eye does. Once the IRiS has seen something, its owner (Veliky) or anyone who knows the necessary command-phrase can look into the viewfinder and command the IRiS to show them anything it has seen. Via the viewfinder, the IRiS can recreate and display images, and even display them in rapid sequence to replicate a full, chronological memory. There is no limit to how many images and/or 'memories' the IRiS can store, though it sometimes 'forgets' them when damaged with blunt force, and all such images and/or 'memories' are irrecoverably lost if the IRiS is destroyed. Also, though the IRiS can 'hear' to interpret commands, it has no ability to recreate sounds or other sensory phenomena besides visuals.
The IRiS is only slightly less than a foot in diameter, making it a bulky item to carry. To alleviate this burden, and to improve its utility, the IRiS possesses a rudimentary form of intelligence, as well as a minor telekinetic capability that allows it to levitate in all directions. This vague intelligence allows the IRiS to interpret commands given to it by its owner (Veliky) and anyone who knows the proper command-phrases: as well as what images to display, the IRiS can be told where to hover, when to follow and for how long, what to spectate (target can be stationary or moving), and even to search for specific items or people. This makes it an excellent device for both security and infiltration. However, the IRiS' intelligence does not grant it any degree of intuition or sentience: it will only undertake what commands it is given, is generally unable to comprehend commands not related to observation, has no sense of self-preservation, and will often do things that one would consider utterly stupid if the commands given to it are too vague or if unexpected circumstances occur. Platinum Corp advises employees to be as specific and clear as possible when issuing commands to an IRiS unit.
Roll to Succeed: Noble (+6)
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Post by Veliky on May 5, 2023 15:32:24 GMT -5
-Crafting Template Material Component One: Crystal Eye Material Component Two: Lightning Catalyst Desired Outcome: Silovik "Man-Catcher" Incapacitation Staff: A six-foot-long (6') steel staff, tipped with magical pincers that hold a lightning catalyst in place. The staff is capable of being collapsed into a more portable, one-foot-long (1') form, though it is only operable while fully fully extended. The collapsing mechanisms, while convenient, do make the staff weaker, making it ineffective as a traditional weapon.
A person holding this staff can activate its magic by pressing down and holding a trigger-rune on its haft. Doing this will cause the pincers to whirl and the lightning catalyst to begin a lengthy (~2 sec) charge. At the end of this charge, the staff will launch a net of pure lightning directly from its tip. This net will travel up to sixty feet (60') after being launched. However, it is inordinately slow for a projectile, making it easily avoided unless the target's movement or ability to evade has been impaired in some way. Once the staff has fired a net, it must charge for five (5) posts before it can be used again.
The net remains for two (2) posts and is approximately ten feet (10') in diameter, making it sufficiently large to ensnare any Medium or smaller creature, and potentially even multiple creatures at a time. Whether it strikes a creature, an object or a surface, it will stick to what it strikes and deal constant, minor lightning damage to whatever it touches. Any creature that takes this lightning damage will also be paralyzed for one (1) post. A creature fully ensnared in the net will be immobilized for as long as the net remains, remaining paralyzed for a long as they continue to suffer from the lightning damage.
Roll to Succeed: +6 (Noble)
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Post by Veliky on May 5, 2023 15:34:05 GMT -5
Attempt #2 at the Man Catcher (still +6 from Noble)
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