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Comments: 4
Ideas: 0
Rating: 2.8571
Condition: Normal
ID: 243


October 29, 2005, 2:16 pm

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The bug


It is a magical bug, that will allow the owner to hear what is said in the immediate vicinity of the “bug.”

It is a jeweled encrusted bug.  Once activated a normal looking bug in all ways.  The bug becomes what ever it appears to be, except for the psychic link.

Magical Properties:

The wrinkle is that you have to read the inscription that is on the bottom of the “Bug” to give it life and bond it to you.  The “Bug” will change from a jeweled bug into a real bug (of what ever type it appears to be).  It will live as a real bug for the standard life time as if it were that bug (i.e. one day for a house fly).

The cost is that the reader will give the bug its life from him/herself.  A gift of life should cost the owner some small amount of hit points.  Once the bug dies/is killed the hit points will return to the owner slowly over a five day period.

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Comments ( 4 )
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September 4, 2003, 5:23
I do see some promise, but how did anybody come up with the idea... What is the benefit? Yes you hear what is said near the bug, but can you direct it to travel where you want it to go?

If not, the cost to pay seems rather high.

How many hitpoints does a common housefly have in your setting? It would seem reasonable that you would have to invest only the number of hitpoints that the housefly has.
Now in D&D you will sleep away damage at a rate of your character level.... So your hitpoints would grow back in one single night.

What happens to the "bug" when it reaches its natural time of death? does it turn into a jewel encrusted bug again? Is it just gone?
What happens if the "bug" gets killed? (same as above)
If it is just gone, I would say it is a bad investment to "revive" the bug, it would be smarter to pry of the jewels and sell them.
September 5, 2003, 0:35
On an aside note, the fruit fly lives for just one day, house flys live a bit longer, about 29 days.

If I used this idea, I would make the user invest twice as much hit points as the bug has normally, or 2d4, whichever is higher, but they get to control where it goes. If the bug is killed, they would have to heal the hit points naturally, if they have it return to them before it dies, and crumbles to ash, they would get back half the hit points and have to heal the rest naturally.
Voted Mourngrymn
December 5, 2005, 10:48
I actually like this idea. I don't really know why.

It is a simple idea, but because it is detailed in such a simple manner, I don't really enjoy it that much. It has so much promise as the two commetns above me has stated. This does have potential, which I gave credit for, but I also took off a lot for there not really being much background or information regarding who, what, where, why, and how. Basics to any story.

On a side note, I actually saw this in an X-Files episode where 'Aliens' had metallic roaches. They looked real, but if you crushed one it would leave metal splinters. Kinda creepy.
Voted valadaar
February 28, 2013, 8:53
Only voted


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       By: ephemeralstability


Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.

There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.

Ideas  ( Locations ) | May 4, 2002 | View | UpVote 0xp

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