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Just an incomplete list of CG entries inspired by the game Blue Prince.
It occurred to me recently that I never talk about anything I'm doing with anyone, so in a quest to be more sociable I figured I'd post what I have so far, but I can't seem to find anywhere that makes sense to post it to so I'm making a thread.

Someone let me know if there's a general CG thread I've somehow missed. Plz
...once I wake up
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Entries #1-97 New

The Mad Ghoul

Only Mostly Dead
Joined
Aug 11, 2017
Messages
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Metal Detector, (Ability) 2.0
Whenever you open a chest or enter a room for the first time each day there will be a chance to find loose keys or coins that did not previously exist. Keys may be 'spent' to open regular locks. Coins may be spent as though they were regular legal tender. Unspent resources will vanish at the end of each day.

Coinage, (Trait) 1.6
Any currency in your possession will be converted into generic 'coins'; you may spend these coins as though they were regular legal tender. They will automatically convert themselves into whichever form of payment the recipient finds most convenient.

Ivory Dice, (Item) 3.8
A set of ivory dice, you may roll a die to 'reroll' a random event that occurred within the last 300 seconds; retroactivly altering reality. Only you will remember the previous result. Each spent die has a small chance of reappearing whenever you open a chest or enter a room for the first time each day.

Keycard, (Item) 2.1
Whenever you enter a building with an electric keycard system you'll have a small chance of finding a conveniently misplaced keycard in any room you enter. This keycard will vanish the next day.

Master Keycard, (Item) 4.2
This keycard can be used to access anything locked behind a magical or electronic keycard system and will reappear in pristine condition if it gets damaged.

Keys, (Item) 2.4
Three generic looking keys, can be used to unlock anything that was locked by a genetic looking key. Once a key has been used it will vanish. Restock Timer 48 hours.

Prism Key, (Item) 3.0
Use this key on any door to connect it via portal to another random door within a five mile radius. You may choose between five colors; Red, somewhere hostile; Orange, a place with many doors; Yellow, a shop; Green, somewhere with lots of plants; Purple, a safe place to recuperate. Restock Timer 12 hours.

Secret Garden Key, (Item) 3.0
Use this key on any door to open a path to the secret garden. Within are many esoteric secrets linked to local secret societies as well as a number of exotic fruit trees ready to be harvested. The secret garden cannot be observed by any supernatural means. Restock Timer 12 hours.

Silver Key, (Item) 2.9
Use this key on any door will lead you to a room that connects via magic to every door in the building. Doors opened from this room will connect to it; once every door leading to this room has been closed it will be rendered conventionally inaccessible. Restock Timer 48 hours.

Master Key, (Item) 3.5
A stylish holly themed key, effortlessly mogs all lesser keys; can be used to unlock anything that was locked by a more genetic looking key and/or any lock that lacks a key or combination. This item is indestructible.
Gem Eater, (Trait) 3.0
You can sacrifice gemstones as fuel for your abilities, the value of the gems directly correlates to their potency. Synthetic gemstones are equally valued.

Potted Florialis, (Item) 1.2
This lovely flower has a peculiar secret, on certain days a second set of petals will unfurl to reveal a gorgeous gemstone at their center. This flower will regrow 48 hours after it's been plucked.

8 Red Rubys, (Item) 3.5
Plucked from the crown of Orinda Aries like fresh berries, these 8 gems will always find their way back into your possession. You may sacrifice a gem to fuel the resource requirements for any ability. These gems have a high chance of reappearing in any narratively significant locations.

Ruby Crown, (Item) 4.7
The Ruby Crown of Orinda Aries. While wearing this crown your location is known to all enemy forces, in exchange you can freely scry upon their locations.

Paper Crown, (Item) 3.0
This red paper crown slowly mends any damage it takes. As long as it is intact

Crown of the Blue Prince, 4.8
Once per day while wearing this crown, one hostile force of your choosing is robbed of all enmity; leaving them neutral to your existence. This effect lasts two days and may be stacked.

Royal Scepter, (Item) 4.2
This item colors your fate, skewing your luck and shifing your natural afinitys. Once per day it can be attuned to a different hue; red for conflict; orange for travel; yellow for commerce; green for nature; blue for construction; purple for healing; black for death.

Cursed Effigy, (Item) 4.0
After touching the dorment effigy immediately roll a curse, gaining and rolling an appropriate ticket for your result. Only while holding the cursed stone do you gain access to whatever ticket was rolled. The curse will linger on you for 48 hours after touching it; until the stone resets. If the curse is not regularly refreshed Cursed Effigy will fall dormant and be reset.
|Resolve: Go 48 hours without touching Cursed Effigy|

Secret Coffers, (Item) 2.0
Three small treasure chests. They are each hidden within three miles of your location and are invisible to your abilities. The chests will reappear the day after being found. One contains gold coins, another gems and the third contains an even mix of both.

Allowance Token, (Item) 2.0
Who ever last touches this token will receive a daily allowance of 2$ for every year they've been alive.
Moraji Box, (Ability) 1.4
You can summon moraji box's in any configuration you can imagine. You may place any item you've rolled within a moraji box regardless of size or mass.

Shovel, (Item) 1.4
This shovel cuts through the earth as though it was butter and scoops it up as if it weighed half as much.

Detector Shovel, (Item) 1.7
This shovel will chime when above somthing useful that can be dug up; treasures you dig up will be much closer to the surface than they otherwise should be.

Princely Shovel, (Item) 2.3
When ever you break ground with this shovel you have a 20% chance of finding Keys, Coins & Turnips. Keys may be spent to open any generic lock; coins to buy any generic merchandise and Turnips to (mostly) restore any generic energy.

Jackhammer, (Item) 2.4
Contrary to the name this is actually a shovel. Designed specifically for digging through tough materials it strikes the ground with an order of magnitude more force and temporarily negates the weight of any material it scoops up.

Sledgehammer, (Item) 1.2
Everything you break with this hammer will be fully restored back to it's prior condition once you let go of its handle. This item can't be permanently damaged.

Hammer, (Item) 0.8
You can inflict the full force of a swing against any object simply by tapping it with the head of this item.

Powerhammer, (Item) 2.4
Magnifies all forces transmitted through the head of this hammer by an order of magnitude; negating the forces that would be transmitted back to the wielder.

Magnifying Glass, (Item) 1.0
Mysteriously shows up whenever it's needed. Things you observe through its glass are more legible than they would otherwise be and certain clues definitely didn't exist before you went looking for them.

Burning Glass, (Item) 0.4
This magnifying glass generates its own beam of sunlight which may be focused down to a small radius; instantly ignighting any flammable material.
Sleeping Mask, (Item) 2.0
For each bedroom you enter while wearing this item instently gain whatever benefits exist to be gained by sleeping in said room. You may benefit from each bedroom once per day, after having physically slept in a bed for at least four hours.

Running Shoes, (Item) 3.4
While equipped, all stamina consumption is reduced by 20%; stamina consumption of movement by 50%.

Coupon Book, (Item) 1.9
All purchases cost the equivalent of 1$ less even if that would make them free. This item vanishes after the sunsets and reappears in a random location.

Coin Purse, (Item) 0.2
This small purse has an infinite capacity to hold coins.

Lucky Purse, (Item) 2.0
This small purse has an infinite capacity for wealth; you may withdraw 2x the value of however much money you have feed it. This item vanishes whenever you sleep and has a small chance of reappearing each time you enter a new room for the first time each day.

Rabbits Foot, (Item) 1.8
This fluffy keychain accessory grants a slightly higher chance of finding useful or hidden items. This item vanishes whenever you sleep and has a small chance of reappearing whenever you enter a new room, or open a drawer, or a chest for the first time each day.

Hallpass, (Ability) 2.0
When stepping into a passageway you'll also be stepping into a space slightly outside reality. In this state time will not pass and you will not lose any resources so long as you remain focused on traversal.

Telescope, (Item) 0.9
This hand held looking glass allows you to gaze upon the heavens; it's supernaturally steady in your hands and capable of clearly viewing any celestial body in the observable universe though any matter within the atmosphere of your world is completely transparent.

Watering Can, (Item) 1.4
Whenever you water a flower gain a random gemstone. This item will dissappear after you put it down and has a random chance of reappearing whenever you enter a garden or botanical room.

Gear Wrench, (Item) 2.0
Touching this item to any mechanical system will alow one to freely and intuitively interface with it.
Stilled Water, (Trait) 0.8
You can infuse any water you touch, create or manipulate with the concept of Stillness, symbolically transforming it. You may also Invert this, removing the concept of stillness from any water you control.

Stop Watch, (Item) 4.0
Once triggered this item will freeze time for exactly 60 seconds, then vanish. Anyone touching this item will not find any action or ability inhibited by its effect. Restock timer 48 hours.

Room Repellent, (Item) 4.2
Spraying this in a room will cause it to begin falling out of phase with reality, rendering both the room and its inhabitants trapped and inaccessible to all outside forces for the next 48 hours. This is a single use item. Restock Timer 24 hours.

Battery Pack, (Item) 2.0
A general purpose power sourse, this item may be magically combined with any device you can lift, providing it with any power it requires to function.

Broken Lever, (Item) 1.6
Can be attached to any device to add a toggle to any function including powering it on. This item can be snapped off of any device you've used it on.

Northward Compass, (Item) 1.3
While on ones person this item skews probability to ensure a smooth journey while traveling northward.

The Axe, (Item) 3.2
While wielding this battle axe you can fully negate the stamina drain or resource drain of one ability. You can switch which ability this apply to every 10 seconds.

Morningstar, (Item) 2.2
This weapon feels weightless in your hands. While wielding it all steller & astrological magics are buffed.

Self Igniting Torch, (Item) 1.8
While touching this item you can toggle it's flame on and off, you can also ignite any flammable object you touch it to or extinguish any flame within your reach.

Knight's Shield, (Item) 4.3
While equipped this item temporarily negates the effects of any one Curse or status effect (of Epic or lesser rarity) curently afflicting it's wielder.
Moon Pendant, (Item) 2.5
While wearing this artifact the stamina and resource requirements of all lunar and astrological magics is halved. While the moon is in the sky it also protects its wearer from the deterious effects of time.

Silver Spoon, (Item) 1.6
Doubles the beneficial effects and mitigates the negative effects of all food one uses it to consume.

Emerald Bracelet, (Item) 3.9
This item resizes itself to fit any wrist or grasping appendage. While wearing this bracelet negate all prerequisite or conditional requirements needed to utilize your abilities, converting stamina into any resources required to fuel their use.

Chronograph, (Ability) 6.4
While entering a room for the first time you may choose to instead enter it at any point in the past or future; exiting through the same doorway will return you to their prior temporal position.

Ornate Compass, (Ability) 5.0
You may magically rotate rooms; buildings; roads and any other conventionally unmovable infrastructure as though they had originally been built that way.

Pick Sound Amplifier, (Trait) 2.0
Allows you better hear and intuit any sounds that emerge from the internal mechanisms of a lock.

Upgrade Disk #1-5 (Item) 3.0
Tapping this item against any data terminal will open up an interface; allowing you to upgrade one random Skill; Ability; Item; Trait, or Familiar in your possession. It will offer three possible upgrades to select from.
Upgrade Disk #6-10, (Item) 3.1
Upgrade Disk #11-15, (Item) 3.3

Reusable Upgrade Disk, (Item) 4.0

You may wipe data from this disk at any time. Tapping a blank disk against any data terminal will open an interface and allow you to upgrade one Skill; Ability; Item; Trait, or Familiar of your choosing. You will be offered three possible upgrades to select from.

Upgraded Floorplan, (Ability) 2.0
While in any room you may create an upgrade disk for that room. Tapping an upgrade disk against any data terminal will open up an interface where you'll be offered three potential room upgrades to choose from; only one may be applied at any given time.

Spell Upgrade Disk, (Item) 4.0
Tapping this item against any data terminal will open up an interface; allowing one to select a known spell, or martial technique to be upgraded. Once a spell has been selected three possible upgrades will be offered which may swapped at a later point via terminal. They must have the disk on their person in order to benefit from its effect. Restock Timer 120 hours.
Utility Closet, (Ability) 2.4
You may spawn a door on any wall within a building, which will open into a utility closet; allowing you to freely toggle the power availability of each room in the building as well as to any powered systems.

Hall Closet, (Ability) 1.0
Any door you open may at your discretion lead to a generic hall closet where you may stash and retrieve items. This ability will always lead to the same closet regardless of which door you've used to access it.

Skeleton Closet, (Ability) 3.0
Any door you open will lead to a generic hall closet within which you will find the full, pristine skeleton of someone you have killed. Before opening a door you may choose which collection of bones you will find.

Walk-in Closet, (Ability) 2.4
Any door you open may at your discretion lead to a walk-in closet where you will find a full body mirror as well as every peice of armor and apparel you own. You may store anything that fits within it, including living creatures; it will always have breathable air.

The Armory, (Ability) 3.9
With a touch you may open an archway on any wall leading to a fully stocked armory which holds all manner of generic medieval armaments and is illuminated by a collection of 8 ever burning torches.

Wine Cellar, (Ability) 2.6
Any door you open may at your discretion lead down to a fully stocked wine celler, the wines in the cellar cannot be older then you are and cannot individually cost more then the sum of all your liquid assets.

Attic, (Ability) 2.0
Any door you open may at your discretion lead up into your attic where you will find every item you own but do not curently need, as well as whatever item you're actually looking for placed somewhere completely random. You may not close your attic while a living non-arachnid creature is within it.

Toolshed, (Ability) 1.9
You have the ability to summon a floating door behind which you'll find a shed filled with all manner of tools, including any applicable Items you might possess.

Greenhouse, (Ability) 3.0
You may summon a floating stained glass door which leads into a greenhouse with an infinite capacity to hold more plants. Every plant you place within will receive a consistent level of care that scales alongside your skill at tending to plants. If the door is shattered any non-arachnid creature within will be ejected.

Glow-In-The-Dark Star, (Item) 2.9
Every night you spend sleeping beneath one of these stars will permanently increase your affinity for stellar and astrological magics by 1%, at the cost of reducing your overnight stamina recovery by 0.5%. Each star is calculated iteratively. Restock Timer 24 hours.
Room Service, (Ability) 2.9
Whenever you open a door you may choose for it to open into a generic hotel room; you may choose between single and a double while summoning it. The room will be fully cleaned between uses, anything left in the room once you check out will be lost forever.

Bedroom, (Ability) 2.0
So long as the sun has set, or you've been awake for at least 16 hours, you may warp yourself into a simple room. Within which you'll find a bed, a closet and a desk with a lamp. A clone of any furniture you touch may be added to this room, replacing anything redundant. You may remain in your room indefinitely and can exit it at will, returning to your entry point.

Guest Bedroom, (Ability) 3.0
So long as the sun has set, or you're target has been awake for at least 16 hours, you may warp a nearby person into a room containing a bed, a closet and a desk with a lamp. A clone of any furniture you touch may be added to this room, replacing anything redundant. They may exit the room only once they've slept for at least 6 hours, returning to your entry point.

Master Bedroom, (Ability) 4.0
You may freely warp yourself and or anyone you're touching into a lavish bedroom. Within which you'll find a king sized bed; a walk-in closet; a computer, and a luxurious double bathroom. A clone of any furniture you touch may be added to this room, replacing anything that's been made redundant. You may exit the room or remove others from it at will.

Draxus, (Ability) 4.0
So long as the sun has set, you may warp yourself into a large tomb full of empty sarcophaguses and lit by candlelight. Any corpse you touch may be warped into this tomb; once interred their ghost will haunt your tomb and may be summoned outside it.

Dorm Dweller, (Trait) 2.6
Your stamina recovery rate is doubled whilst reading.

Servant's Quarters, (Trait) 2.4
Wherever you find work you will also find the door to this room, within which you will find a bed, trunk & desk. It will be generally known that you're living on-site and no one will find that strange or alarming.

Maids Chambers, (Familiar) 2.7
Whenever a door is opened within your house there is a small chance it will open into this room. Your house is always tidy & any unsecured cash or jewels lying about the place have a tendency to go missing.

Sauna, (Ability) 1.9
Whenever you open a door you may choose for it to open into this room. Within this room your stamina recovery is greatly enhanced; recovery speed of all other energies is also bolstered, though usually to a lesser extent. The door to the sauna can't be locked.

Trading Post, (Ability) 5.0
You may sacrifice a bronze ticket to transport yourself to a small island seemingly stranded in the void. Each time you do so you will meet a new alternate version of yourself; one who has rolled the same tickets but gotten different results barring the Ability you've used to get here. The two of you may freely swap items.
Shrine of Greed, (Ability) 4.3
You may sacrifice wealth to receive a blessing the duration of which will scale alongside value; roll a gold trait ticket to determine it. You may reclaim whatever wealth you've sacrificed, if you do roll a curse; your current blessing becomes permanent.

Keeper of Tithes, (Familiar) 2.0
This holy piggy-bank contains any money consumed as fuel for your abilities. Break it to re-collect your wealth; this may only be done once.

Workshop, (Ability) 2.0
Temporarily fuse up to three non-consumable Items. You may only have one such device as a time; your device will disassemble itself if you unslot this ability.

Vestibule, (Trait)
Whenever you open a door there is a chance it will lead into a small circular room with four doors. Each time you open a door from within this room it will connect to a random door somewhere within the building; closing the door will sever this connection.

Key 8, (Item)
This key leads to the Mechanarium a room that exists in a folded dimension; you may link any of its 8 doors to any other doorway by tapping it with the key. Each doorway forms a stable portal only accessible while both linked doors are open, Mechanarium doors may only be sealed or unsealed from within using Key 8.

The Gift Shop, (Ability)
You may summon into existence a gift shop where chaos gatcha themed merchandise and tickets may be purchased by anyone. Tickets are exclusively sold as gifts and are immediately rolled and delivered to their recipient. While manning the counter you will be paid a minimum hourly wage at the end of each hour.

Gift Shops, (Trait)
No matter where you are you can always find a themed gift shop selling overpriced nick naks.

Showroom, (Ability) 4.0
You may sacrifice a bronze ticket to transport yourself to the showroom where five platinum Item tickets are rolled and their results displayed and available for sell at extortionate prices. Each Item will vanish 48 hours after purchase. New items are rolled with every visit.

Closed Exhibit, (Trait)
Whenever you enter a room there is a small chance that you will find yourself within this room, where a platinum item ticket has been rolled and is displayed behind devious defenses. The Item will only be on display for the next 6 hours and will vanish after 48 hours if you manage to pull off a successful hiest.

Lost & Found, (Trait) 3.0
Every so often a random Item may suddenly vanish for the next 48 hours. When this happens you will receive two silver item tickets, the contents of which will vanish once your item has been returned to you.
Key Smithing, (Ability) 4.2
You may spend stamina to create Magic Keys; From generic consumable items used to lock or unlock doors and chests, to Named Keys; each one stylish, unique and imbued with enough narrative weight to reshape destiny. Between these two extremes are special keys which are still permanent but not unique.

Tunnel, (Ability) 2.2
Visualized by drawing a straight line between the four corners of two doors, the edges of both doorways are then extruded into the 4th dimension; forming a tunnel. If the doors aren't well aligned the tunnel may be too steep or thin to pass through. When touching a doorknob you can sense every viable path forward.

Final Exam, (Item) 4.3
A PhD level test to prove your mastery over a random academic subject you're at least somewhat familiar with. The test is timed, from the moment you read the first question you will have 30 minutes to complete it. Your test results will be delivered the next day along a Ticket if you earned a passing grade; Tickets quality scales alongside your letter grade, + = Advantage. Restock Timer 120 Hours

Erajan Language, (Skill) 1.5
You are completely fluent in this poetic tongue.

Lunch Box, (Item) 1.0
A metal box with a simple latch, each time you open it it you will find a freshly packed generic school lunch. Restock Timer 2 hours.

Salt Shaker, (Item) 0.1
An endless supply of salt.

House Ghiest, (Familiar) 4.6
An agoraphobic, spectral, skeleton with angel wings and a huge scythe. Refuses to leave the house.

Tinker - Cryptography, (4.6)
Tinker - Grand Architect, (4.6)
Murder Berries, (Curse) Ultimate
You are 13 steps from death; lose 1/13th of your maximum stamina with every step you take.
|Resolve: Claim The Throne,|

Slow and Steady, (Curse) Major
Your stamina recovery is now tied directly to your reserves; if your stamina is at 89% (of your maximum) then your stamina recovers 89% as fast as your regular baseline.
|Resolve: ???|
Edit: They're not really organized yet.
 
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