Essence ofItem Empowerment
byVanbers
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AI summary
Generates Charges at a minimum of one per day, accruing faster through combat or notable accomplishments, with the scale of the achievement setting the reward — washing the dishes yields a fraction, defending a village from monsters may yield a whole charge or more. Charges are spent to imbue an item with a Concept, which first alters it aesthetically toward that Concept, then makes it defy physics, then grants related powers, with items already symbolically linked to a Concept progressing faster and cheaper: a knife given 'Cutting' grows sharper, then cuts at range, launches slashes and eventually severs increasingly esoteric things; armour or clothing given 'Sexy' or 'Slutty' shifts appearance first, then removes movement and defence penalties, then enhances the wearer further; a lighter given 'Fire' turns red with flame decals before firing fireballs and granting its wielder pyrokinesis. You control the appearance changes, which always suit your taste, and may imbue as many Concepts as you like — though opposed Concepts substantially raise the charge cost of results, so giving an item 'Fire' makes any 'Ice' Concept more expensive, a problem partly avoidable by granting opposed Concepts from the start and raising them together.
Generated précis — the sections below are the author's original text.
Effects
5Over time, you generate 'Charges', at a minimum of one per day.
You can increase the rate at which you generate charges by engaging in combat, or by achieving notable goals.
The more notable the goal, the greater the amount of charge you gain. Washing the dishes might get you a fraction of energy, whereas protecting a village from monsters might get you an entire charge or more, if it was difficult for you.
You have the ability to grant an item a 'Concept' using Charges you have generated. Doing so will first alter an item aesthetically towards that Concept, then cause the item to defy physics, and then start granting abilities in line with that Concept.
Items closer linked symbolically to the Concepts you imbue to start with will grow faster with further Charges imbued into that Concept than other items, as you will need less Charge investment to shift it towards that Concept aesthetically and symbolically.
Examples:
A Knife imbued with 'Cutting' will very quickly become sharper, before developing 'Cutting'-related abilities like doing so at range, launching 'cutting slashes', cutting through more and more esoteric materials, to even eventually cutting holes between dimensions.
A Set of Armor or Clothes with 'Sexy' or 'Slutty' will rapidly shift towards a sexier appearance, before changing to allow any wearer to ignore any movement/defense related drawbacks, to enhancing the wearer's mobility/defense despite showing skin, to causing enemies to be charmed, and so on.
A Lighter imbued with 'Fire' will shift to be red, gain flame decals, and so on, and eventually develop the ability to shoot fireballs, grant it's wielder pyrokinesis, and more.
You can control generally the appearance changes, which will always be to your tastes.
You can imbue an item with as many Concepts as you want, but contrasting and opposed Concepts will significantly raise the amounts of charges it takes to get any result from that Concept.
For example, giving an item the Concept of 'Fire' will make any 'Ice' related Concepts you give it cost more Charges to see results from, or to get it to the same point that 'Fire' is.
You can somewhat bypass this by granting an item the opposed Concepts at the beginning, and increasing them at the same time, not raising one too far above the other.
On the other hand, strongly positively linked Concepts will require far fewer Charges to reach the same point, and can even lead to powers that are greater than the sum of their parts.
For example, an item given the Concept of 'Fire' then being given the Concepts of 'Ash', 'Smoke', or 'Wood' would develop abilities linking the Concepts together quite quickly, requiring far fewer Charges to reach the point of developing powerful abilities.
Keep in mind, however, that an item will change aesthetically depending on the Concepts you imbue, so if you imbue a dozen disparate Concepts that have little to no correlation, then while you could get a cool looking item that manages to include those themes aesthetically, you could also get a horrific looking mess that would embarrass you to be seen using despite it's power.
You can also spend a number of Charges to link an item to yourself or to others, which will give certain abilities the more Charges you imbue into this ability.
The abilities granted by this range from summoning a linked item to your side at-will, making an item immune to being stolen, or even making an item regenerate within the link bearer's soul when destroyed.
However, while you can link as many items to yourself as you want, with each being as easy/cheap to link as the last, it will be progressively more expensive to link items to others, unless the item in question has a strong symbolic link to them.
Strong symbolic links include things such as uniforms for people that work in them, tools that someone routinely uses, items with strong sentimental ties to a person, and so on.
Any ability gained from a Concept will start significantly weak, and can be improved with further Charge investment.
However aesthetic changes will be easily achieved, and require far smaller Charge investment to achieve.
There is no point in which a Charge will not improve an item, but with massive Charge investment, further Charges will improve it less and less.
- Categories
- utilitymagiccombatcreationsupernatural
- Traits
- immunityregenerationsummoning
- Keywords
- game mechanicsfireelemental powers