Artifact Cyoa Final r2
Artifact Cyoa Final r2
Story/Information
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As you are walking down the street suddenly everything turns gray and stops still. Looking down
you see that you still have color and can move. When you look up again there is a strange,
spinning cube hovering before you. When you blink you are filled with a sudden knowledge and
see an array of symbols, materials, and gemstones laid out before you in the air.
The first thing you must choose is the form of your Artifact. This is it’s Symbol, the main way it
uses the power of Mana. An Artifact has two forms, which are heavily influenced by the Symbol
you choose. Additionally, Charges are how many times you can use an Artifact’s Accessory
powers, and the amount of time, in hours, you can use your Weapon Mode. Some Symbols will
have special conditions for attacks or usage, but in the end you can only choose one.
Symbols: (Choose One)
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Bear
This symbol is of the wild, and its strength is in healing and presence of its users. Those that
wield the Bear are those that are the strong that protect the cycle of life and the will of the
wildness. Healers and Killers both find their paths within this symbol’s mighty depths.
Accessory
Takes the form of a pendant, bracer, or totem with some aspect of the bear to it. It’s power is to
heal those you touch. Those that attempt to steal this pendant will find themselves becoming
sicker the further they travel from you. Ending in organ failure after reaching past 1000 feet.
Though others can use the pendant’s powers on others so long as they are within 1000 feet.
Weapon
Must hold the pendant and will it to change forms, and takes the form of a large warhammer. It’s
power is to increase the presence of it’s user to inspire either Fear or Awe in those around you.
Anyone attempting to lift this hammer will be unable to do more than drag it, and will not have
their presence increased.
Range 0- 20 feet
Range 1- 30 feet
Range 2- 40 feet
Range 3- 80 feet
Range 4- 160 feet
Range 5- 500 feet
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Bee
This symbol is of the origin and the world’s beginnings. Those that wield this symbol are workers
that struggle to succeed in this world, and have almost unwavering persistence. Leaders and
Followers both will find their natures within this symbol.
Accessory
Takes the form of a ring, amulet, or orb with at least one hexagon present. It’s power is to infuse
the user or someone being touched with the energy to not have to eat or drink for the day. This
ring cannot be stolen in any way. If it is somehow taken from it’s user it will transform into a
deadly bee that stings the thief, and then returns to its creator.
Control 3- Excess energy also half infuses another viable target at the same time when used.
Control 5- Excess energy also fully infuses another viable target at the same time when used.
Weapon
Upon a directed mental command, the ring becomes a form of your choice; you choose when
creating your Artifact, A large long bow that fires a single powerful arrow per charge, or a pair of
short knives that use a charge per hour. Either way the weapon grants “Leadership”, those you
direct will be likely to listen to you.
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Butterfly
This symbol represents death and change, a transformation from a simple form to one of
elegance and grace. Those with mercurial natures will find themselves at home within this
symbol. As well as those that seek cruel enlightenment. Within those will find the conflicting
powers of both life and death.
Accessory
Takes the form of earrings, either one or two, with at least three colors and some kind of wing
pattern. They provide the ability “Purify” a substance which separates all materials except one.
An example of this would be cleaning water, or removing poison from a person. These earrings
are ethereal to anyone who tries to remove them, including the user.
Charges- 2 per day, resets after the first drink of water in the day
Power 0- You can Purify simple solutions, such as water from salt water.
Power 3- You can now affect polluted water with up to 5 other pollutants.
Power 5- You can affect physical objects and gases.
Range 0- by touch
Range 3- within 30 feet in sight
Range 5- within 60 feet in sight
Weapon
Upon attempting to pull the earring(s) off a long rapier will form in your hand. Wielding the
weapon will grant “Corruption” which will allow you to inject something into something else so
long as it is the same state of matter. Within 60 feet from the rapier, which can be left go of and
left somewhere. The rapier can be taken, but can be returned to earring form from any distance.
Charges- 2 per day, resets upon drinking alcohol for the first time each day
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Bird
This symbol stands for freedom of mind and body. The whirling breath of life and it’s dance on
the edge of calamity. Those who seek lawlessness and anarchy will find this symbol a fitting
form for their beliefs. As well as those that seek mental and physical freedom and clarity. The
bird is a messenger of chaos and endless possibility.
Accessory
Takes the form of a hair clip, ear ornament, or single glove with a feather pattern or design. It
grants the power of slow falling, and always prevents death from a fall, even when it is not used.
You can stack the charges of slow falling to allow you anti-gravity at 3 charges, but will only last
for 1 hour. This can be stolen and used by others. However, the creator can track it down
through a feeling of cold and hot.
Weapon
Pulling the accessory off and grabbing it with both hands transforms it into a pair of war fans.
They are indestructible and have razor sharp blades which can be fired up to 3 per charge.
While holding the fans, the user gains “Freedom” and is unable to be bound by any physical
restraints.
Cat
This symbol is of a predator, a sly creature of power and grace. The hunters and seekers of the
world find solace and companionship in this symbol and its power. Although there are deeper
secrets to this form than just a predator which call to those seeking answers to long riddles and
myths.
Accessory
Takes the form of a collar, paired bracelets, or headband with a cats paw pattern or emblem as
well as a wing. This grants the ability to enhance your physical body above your current limits
for 1 hour per charge. The collar can be removed, but doing so makes you feel great anxiety
and paranoia after 3 hours of it being off. If it is stolen the person will experience the sensation
of being stalked and hunted by something in the shadows until they return it. They understand
that returning it is the only way to be free.
Power 0- puts all of your physical skills and abilities at average human level.
Power 3- puts them to olympian levels.
Power 5- brings them to superhuman levels.
Weapon
Upon a directed mental command, the collar forms into a pair of claw weapons. While active the
claws grant “Hunter Sense” which allows you to use something from what you want to track to
hunt them down via hot and cold.
Control 3- Allows you to hunt someone while weapon form is inactive for up to an hour.
Control 5- Allows you to see their health and condition via overlay.
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Raven
This symbol whispers to the threshold of human and occult knowledge. Madness and power
await those that can grasp at the secrets and twisting logic of this symbol. The symbol of
crossroads, magic, and the moon holds ancient power from before the time of man. Those that
seek knowledge, power, and magic will find a home in this symbol.
Accessory
Takes the form of a bracelet, pair of gloves, or armband with ancient symbols from the dawn of
civilization as well as a stylized raven. This grants the power to manipulate one of four elements
for upto 20 minutes at a time. The bracelet attracts people who want power, and uses their
lifeforce as fuel instead of the charges. If they die while using it the Artifact gains .1 Power, up to
30 times. It also restores all charges even after the Power cap is reached.
Weapon
Upon the saying a special phrase, chosen at creation, the bracelet spins off the users arm and
takes the form of a staff. While held the staff grants “Equilibrium” which allows you to use the
charges of the Accessory form as fuel for the Weapon Form and vice versa. The staff will take
on one of the elements usable as it’s attack. Which can travel out 35 feet from the staff.
Charges- 2 per day, resets at moon zenith
Range 0- 35 feet.
Range 3- 70 feet
Range 5- 140 feet.
Control 2- can control the flow and direction of the released skills.
Control 4- can split the released skill.
Control 5- can create mines or delayed effects of the skills.
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Spider
This symbol is the embodiment of connection and lies. Lies like stories and dreams, lies that
lead to death and destruction. The spider is a symbol of power, which is warped by the desires
of its user. Those that feel unbound by the doctrines of morality and “society” will find their way
to this symbol, and the power that it brings.
Accessory
Takes the form of five rings with a web pattern chain connecting them, in a dark metal. It grants
the power to “Add” to the connections that you can now see if you focus. Such as the
relationship between two people. You can “Add” depth or false memories to the connection via
touch. Anyone attempting to steal this will be chased down by any available spider in a 50 foot
radius until they die. The creator can track it down afterward.
Charges- 1 per day, resets after you read at least 500 words.
Weapon
Performing a preset hand gesture, upon creation, transforms the accessory into a pair of gloves
that weave thin wires between them. While in this form the user gains the power of
“Subtract/Delete” which allows them to remove or lessen the connection between things within
30 feet, or hit by the wires.
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Symbols END
Materials: (Choose One)
Next you must choose the material your Artifact is made from. This will give the starting Power,
Range, and Control. Going under -4 with Power will increase the time between recharges by 12
hours per -1. Going under -4 with Range will make all effects of the Accessories self targeting,
Weapon Mode will remove a charge. Going under -4 with Control will make your abilities
randomly affect possible targets. A material will also give a small “Passive” power that will
always work unless it states otherwise.
Rusty Iron
This material is old and faithful, like a trusty pen or knife, it will always give you the basics of
function and ability.
Power: 1
Range: 1
Control: 1
“Magnetic”: your Artifact will have the passive ability to see metals as a specific color. Alloys will
be a mixture of those colors. Each metal on the periodic table has its own color.
Dull Lead
This material has a dark nature but is relatively stable and dense. It seems to empower your
artifact with more control than power.
Power: 0
Range: 0
Control: 3
Crystal Mercury
This material is fluid and chaotic at times, but can always be relied on to stretch out to empower
it’s artifact.
Power: 1
Range: 2
Control: 0
“Fluid Power”: your Artifact will gain more power the longer it is being used, or the less Charges
it has left. +1 power per missing Charge and -1 Control.
Wild Antimony
This material is radical and often fragile, but combines well with anything it’s added too. This
gives it great control and power.
Power: 2
Range: 0
Control: 1
Conductive Copper
This material has a great method for power and ability, but lacks when it comes to control.
Power: 1
Range: 0
Control: 2
“Capacitor”: your Artifact will gain 1 bonus Charge for both Weapon and Accessory modes.
Moon Silver
This material is true and pure. Often seen as the glorious white-gray shining metal that can
banish evil.
Power: 0*
Range: 0*
Control: 0*
“Lunar”: gains +1 Power for how full the moon is currently where you are, up to +3. Gains +1
Range for how dark the sky is, up to +3. Gains +1 Control for how close the moon is to it’s
zenith, up to +3.
Eternal Gold
This material is pure and powerful with a history of being the center of wars and strife. This
metal can bring fortune or failure.
Power: 3
Range: 0
Control: 0
“Midas”: your Artifact has the ability to turn up to 1 pound of a pure metal into gold for the cost of
1 Charge. This effect recharges each week.
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Materials END
These gems can be combined in any combination so long as it’s 3. If you choose three of the
same stone they gain their Trinity Effect. The Trinity Effect is powerful, but often doesn’t
increase the amount of force of the Artifact.
Blood Ruby
+1 Power
-1 Control
Trinity Effect: The powers of the Artifact gain a burning or flame effect in addition.
Jade Emerald
+1 Control
-1 Power
Trinity Effect: The powers of the Artifact gain a rock or poison effect in addition.
Star Sapphire
+1 Range
-1 Power
Trinity Effect: The powers of the Artifact gain a cold or ice effect in addition.
Charged Topaz
+1 Power
-1 Range
Trinity Effect: The powers of the Artifact gain an electric or sparking effect in addition.
Blue Diamond
+1 Power
+1 Range
-2 Control
Trinity Effect: The Artifact causes those affected by it to be unable to perform evil actions based
on the user’s morality for 6 hours.
Deep Amethyst
-1 Power
-1 Range
+2 Control
Trinity Effect: The Artifact can passively shape shadows, but they cannot affect the physical
world.
Sea Moonstone
+2 Power
-3 Range
Trinity Effect: The Artifact gains +10 Range if the user is female, and +2 Control if the moon is
full.
Starry Azurite
+1 Power
-1 Range
-1 Control
Trinity Effect: The Artifact symbol evolves into its Mythic form.
● Bear -> Thunder Being (+1 Power)
● Bee -> Changeling (+1 Control)
● Butterfly -> Fairy (+1 Power)
● Bird -> Phoenix (+1 Range)
● Cat -> Dragon (+1 Control)
● Raven -> Demon (+1 Power)
● Spider -> Eldritch Horror (+2 Power, -1 Control)