05-05-2024, 04:33 AM
(This post was last modified: 05-05-2024, 04:37 AM by Haprenti. Edited 2 times in total.)
Inspired by this suggestion, a new artifact type that plates things:
- It accepts objects and plates them with a random material (randomized per-artifact)
- Materials have different weights, for instance Erebite would be rarer than Charcoal.
- The success chance is randomized per-artifact
- Failure causes a random detrimental effect (randomized per-artifact), likely targetting the user. It also destroys the object
- Detrimental effects have different weights
Bonus 1: Very low chance for the negative effect to be "plates the interactor" (non-killing, think deep-fried shells)
Bonus 2: Very low chance for the material to be infused with a random chemical (some chemicals are blacklisted)
Bonus 3: The weight of the selected material could skew the weights of detrimental effects, and could affect the success chance, i.e. an Erebite plating artifact would have a greater chance to have a low success rate and bad detrimental effect.
Detrimental effects can be mild, like causing some burn or brute damage (with an appropriate sound effect) shocking the user, encasing them in ice, changing their temperature, creating sparks on random tiles in a radius. They could be more important like setting the user on fire, setting a few random tiles on fire in a radius around it.
- It accepts objects and plates them with a random material (randomized per-artifact)
- Materials have different weights, for instance Erebite would be rarer than Charcoal.
- The success chance is randomized per-artifact
- Failure causes a random detrimental effect (randomized per-artifact), likely targetting the user. It also destroys the object
- Detrimental effects have different weights
Bonus 1: Very low chance for the negative effect to be "plates the interactor" (non-killing, think deep-fried shells)
Bonus 2: Very low chance for the material to be infused with a random chemical (some chemicals are blacklisted)
Bonus 3: The weight of the selected material could skew the weights of detrimental effects, and could affect the success chance, i.e. an Erebite plating artifact would have a greater chance to have a low success rate and bad detrimental effect.
Detrimental effects can be mild, like causing some burn or brute damage (with an appropriate sound effect) shocking the user, encasing them in ice, changing their temperature, creating sparks on random tiles in a radius. They could be more important like setting the user on fire, setting a few random tiles on fire in a radius around it.