User:Racc-Off/new artifacts: Difference between revisions

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== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==
Artifacts
Artifacts are powerful and mysterious ''items'', they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.
 
Science can research with these ''items'' to gain various rewards, including both research and discovery points.
 
== Anatomy ==
Defining an artifact starts with its '''material'''. An artifact's material defines what 'rules' it follows in terms of what kind of traits it can have, and how many traits it can have.
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:50%; text-align:center; margin-left:20%" border="1" align="center" cellspacing="0" cellpadding="2"
! scope="col" style='background-color:#6f55ad;'|material Type
! scope="col" style='background-color:#6f55ad;'|Info
|-
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.
|-
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.
|-
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. <span style='color:#f00'>Uranium artifacts also ''start'' with a malfunction, and gain another later. (See below)</span>
|-
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.
|-
|}
</div>
 
The next aspect is an artifact's '''traits'''. Traits define an artifact's behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:50%; text-align:center; margin-left:20%" border="1" align="center" cellspacing="0" cellpadding="2"
! scope="col" style='background-color:#6f55ad;'|Trait Type
! scope="col" style='background-color:#6f55ad;'|Info
|-
!{{anchor|Activators}}Activators
|These define how an artifact 'activates'. Every artifact will have '''1''' of these.
|-
!{{anchor|Minors}}Minors
|These can define an artifact's physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have '''3''' of these.
|-
!{{anchor|Majors}}Majors
|These define an artifact's action, what it [[Exploration Crew#&E#P ! A% L0$7|does]]. Every artifact will have '''1''' of these.
|-
!{{anchor|Malfunctions}}Malfunctions
|These define what's wrong with an artifact. Most artifacts will not start with these, instead gaining '''1''' through repeated use without stabilization.
|-
|}
</div>
 
== Traits ==
<div class="toccolours mw-collapsible mw-collapsed">
Trait List ('''mouse over the sleuth entries for a brief explanation''')
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:65%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="2"
! scope="col" style='background-color:#6f55ad;'|Name
! scope="col" style='background-color:#6f55ad;'|Type
! scope="col" style='background-color:#6f55ad;'|Description
! scope="col" style='background-color:#6f55ad;'|Sleuthing
! scope="col" style='background-color:#6f55ad;'|Materials
! scope="col" style='background-color:#6f55ad;'|       
! scope="col" style='background-color:#6f55ad;'|       
! scope="col" style='background-color:#6f55ad;'|       
|-
!{{anchor|Ambrosia deus}}Sturdy
|Activator
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.
|<span title="Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.">[[File:Science_goggles.png]]</span>
|[[File:Material australium.png]] 
|[[File:Material uranium.png]] 
|[[File:Material plasma.png]] 
|[[File:material bluespace.png]]
|-
|}
</div>
 
== Research ==
Processing artifacts
 
== The Work ==
How to perform the work

Revision as of 13:12, 19 April 2024

Artifacts

Artifacts are powerful and mysterious items, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.

Science can research with these items to gain various rewards, including both research and discovery points.

Anatomy

Defining an artifact starts with its material. An artifact's material defines what 'rules' it follows in terms of what kind of traits it can have, and how many traits it can have.

material Type Info
Bluespace Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.
Plasma Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.
Uranium Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. Uranium artifacts also start with a malfunction, and gain another later. (See below)
Bananium Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.

The next aspect is an artifact's traits. Traits define an artifact's behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-

Trait Type Info
Activators These define how an artifact 'activates'. Every artifact will have 1 of these.
Minors These can define an artifact's physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have 3 of these.
Majors These define an artifact's action, what it does. Every artifact will have 1 of these.
Malfunctions These define what's wrong with an artifact. Most artifacts will not start with these, instead gaining 1 through repeated use without stabilization.

Traits

Trait List (mouse over the sleuth entries for a brief explanation)

Name Type Description Sleuthing Materials
Sturdy Activator This activator responds to, almost, any tactile input. This trait is especially useful for weapons.

Research

Processing artifacts

The Work

How to perform the work