Artifacts Listing - 2/3/99

This is only a short list of some of the ideas that ive had, and have been submitted, however i lost a few mails recently, including some artifact ideas, hopefully these will get others thinking.  No locations are given, as these are classified, but do appear on my classified listing.


Name: Alien Healing Device

Idea: Sperk80070

Location:

Description: the alien healing device allows treatment of extreame cases  by transfering energy from your criminals, solving 2 problems at once, to fuel it you will need to build a prison and couthouse and police departments buildings.  There is only 1 and it cannot be researched, or developed further.

Effects: adds 100 to the medical rating of whatever world you station it at, also helps moral and popularity ratings of emporer as the civilians of your race are happier about crime and criminals being removed.


Name: money

Idea: sperk80070

Location:

Description: Yes, there are many different buried capsules of money, ranging from 1,000 - 1 million credits.

Effects: adds a nice total to ya bank ballence


Name: un-exploaded bomb

Idea: cmdrlenton

Location:

Description: a bomb left behind from ancient warfare, apon discovery it will detonate and blow up, part if not all your population on the world. There are multiple of these.

Effects: bad for you worlds landscape:)


Name: advanced military ship

idea: cmdrlenton

Location:

Description: this is a powerful ship, cannot be researched or developed further, but a powerful addition to any fleet. there are multiple of these with different stats.

Effects: just an extra ship


Name: biological plague

Idea: cmdrlenton

Location:

Description: a plague capsule, that can contamenate a world, needs to be dropped off by a atmosphere probe, which can only be build after gaining this artifact.  It will take time, but will kill of the entire population of a world, and after terraforming, can be colonisable again, and any structures will not be damaged, and will be there to conquer.  There are very few of these. These cannot be researched of developed, as if you open the capsule it will be released and contaminate your world.

Effects: Poisons an entire planet, 1 time use only, needs antidote to cure.


Name: Antidote

Idea: cmdrlenton

Location:

Description: an antidote to the plague (above) also needs to be inserted into atmosphere with a atmosphere probe. few of these also.

Effects: cures a plague.


Name: advanced planetary weapons

idea: cmdrlenton

Location:

Description: like those shown in Epsilon III, very powerful planet to space lasers that can slice up incoming fleets, only 1 of these, cannot be researched or developed.

Effects: allows you to place this artifact on a planet under yoru jurisdiction will add to power rating of that planet.


Name: advanced scoutship

Idea: cmdrlenton

Location:

Description: and advanced scoutship, which scans almost instantly, and can hold both sensors at once. this can be researched, and you can then build more of these, however you cannot sell the technology.

Effects: speeds up the slow scouting procedure.


Name: technology

idea: cmdrlenton

Location:

Description: left over firstones technology, of differing kinds, yet to me decided.

Effects: more technologies:)


Name:The Uraj And Khalis

Idea: VorlonDAW

Location:

Description: These 2 Artifacts, when found in put together on one ship, make tremendous power.

Effects: It adds 100 Power to a ships attack power. It also gives 15 points Surprise in the special element catagory


Name: Psi Disruptor

Idea: VorlonDAW

Location:

Description: this disrupts Telepaths. This can be researched and produced by the finding race, but cannot be sold to other races.  Vorlon allies would probably want to destroy this artifact, shadow allies would probably want to use it.

Effects: makes all psi attacks on this race have no affect where artifact is present.


Name: Planetary shield generator

Idea: Vice345

Location:

Description: allows the generation of a shield around the world on which its found. too big to move elsewhere or reproduce.  

Effects: adds 500 to defence rating of planet.


Name: Jumppoint disrupter

Idea: dhull@cobweb.net

Location:

Description:shown used by shadows against narns, fired into jumppoints, makes them breakup, blocking a races escape or making them go into the energy well and blow up. this can be researched and developed but can only be produced by finding race, and cannot be sold.

Effects: allows this extra weapons to be build and put onto ships, and an be used in battles by those ships.


Name: gateway

Idea: Bocal1@usa.net

Location:

Description:A new gate that can move the owners races ships to any other location instantly, however this is very unstable and its a 50% chance of every ship entering will blow up due to the high power involved, and if 10 of more ships blow up the gateway blows up, and can damage things around it. it cannot be researched or produced, and after 10 ships have blown up in it, it will blow up, and cannot be used anymore. However continued study of this artifact may allow you to build a mobile-gateway generator, like a mobile vortex generator, which holds the same risks, but can be placed on individual ships, and of course can be mobile, not having to go through gate.

Effects: A speedy gettaway, or quick attack method.


Name: BI-CULTURAL HARMONIZER

Idea: cthulhu500

Location:

Description: "A large (100m) metal obolisk with two spacious airtight booths in the base...it has surfaced several times in recorded history...believed to originally have been used as an insurance policy on an allegiance by two ancient races...it has been put to similar ends by several extinct races since"

- Encyclopedia Galactica

This telepathic device picks up on the social subconsciousness of two races and sends out signals that enhance their mutual understanding, allowing them to work better together.

Effects: This has 2 benefits...

A) If the races have a trade route between them they both gain DOUBLE income from it.

B) Military ventures by fleets of the two races gain a 10% benefit to Power in any conflict where they are both present.

It has one downside...it is fueled by telepaths. One telepath per race is placed in it (only two booths exist for teeps...this limits the devices ability...any attempts to modify it will destroy it). The teeps are kept in suspended animation. Over the course of a random period (say 2days - 6 months) the device slowly drains the telepaths, killing them. Any telepath can fuel the device, even a lowly P1.

Users may only attune to one other race. A new set of two races can use it later...but bonding is a one time only affair for each race. So if one race stops...you both lose out...forevermore.


send your ideas to me