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  • #16
    Originally posted by TheCountAlucard View Post
    Think the word you meant is "overconfident."
    ...thank you, did you have any opinions on the post's content?

    Comment


    • #17
      Stalwart Silver Shield
      The Beacon of the West

      Stalwart was born on some small Island of the West that never had a name, until the Realm came. They planted Pitaya, a strange fruit that had never grown on the island before, things that had never been a part of their diet. They ordered the people into labor farms, overseen by lazy patricians, led by a Dragonblooded Satrap, and gave it the name 'Harvest'. This was the world that Stalwart was born into, and it was one he grew to despise. While others bent knee and scrapped to the Dragonblooded, Stalwart refused. He tried to rebuild the fight in his broken people, and even when he was rebuked by his own family, he kept trying.

      One night, it seemed the Satrap had finally been told to deal with the bothersome Stalwart, and so he went out to deal with him. Hunted like an Animal, Stalwart fell into the ocean, and was saved by a bright silver Armored Terror. It spoke to him in the voice of the moon, that it had recognized his struggles, and it would support him. When Stalwart returned to the Satrap's palace, glowing with the light of the moon, he hunted the Satrap instead, and freed his people.

      It was not long before messangers of His Divine Lunar Presence came to Stalwart, and took him to the Lord of Lunars. After becoming a Full Moon, Stalwart went to meet the Divine Lunar, and he asked the Lion why he sat on his island, why he did nothing, screaming about the people left broken by the Realm, and what he saw was inaction, and left the Caul, his path set. The Divine Lunar did not go after him or reprimand him; he was used to those caught in such Essence Fever dying pointless deaths, so someone more useful can be Exalted.

      The Essence Fever was strong in Stalwart, and he could not sit idle, but that same Fever gave him the strength to persevere as he left the Caul. He went to many of the young Lunars who found themselves the same, feeling trapped by The Lunar Lord's decrees of a long shadow war. Stalwart gave them a symbol to rally behind; he saw the Realm weakening under the weight of an incoming Civil War, powerful navy officers being called back to defend their homes instead of their unjust conquests, the Huntresses swimming like the soulless sharks they were. He has broken the plans of the Lunar Elders, taking their carefully laid tribes under his banner, and several young Lunars as well, forming a wide alliance that does much to annoy, harass, and attack the Realm, always avoiding outright war. He cares not for Elders; this is a fight of the present, for the present, not the past for the past. He does not like Pirates, but he is not afraid to use them to get what he wants.

      Strong, capable, and intelligent, Stalwart and his allies are a nightmare for a weakening Navy. A charismatic man with golden skin and seafoam hair, he cuts an imposing figure standing on the prow of his warship, Unstoppable Sunset, and from here he proclaims that the Sun shall set on the Realm soon, and the moon will rise. His totem is an Armored Terror, and he is as strong as that great beast, able to rip the hull of a Warship in half. There is a famous story that a powerful Realm Battleship once shelled an Island he was on, and Stalwart stood unflinching at the center of the flattened island when it finished, bleeding and bloody, but not bowed. Never bowed.

      It is said by some that he has cut strange deals with those far beneath the surface to aid in his fight, and it would explain his strange Direlance, named Trench Cutter- made of coral and living water, it seems to flow around swords and armor to strike, to shine like the beacon of an Angler Fish, and cause terrible, never healing wounds-, seems to support that, but he would argue that even if that was the case, sometimes prices must be paid to achieve victory, and he would rather deal with the true enemy now, then hold it off a thousand years.

      But do not consider Stalwart a foolish child who should learn to respect his elders. More then once someone has made that mistake, and paid the price.

      Comment


      • #18
        The Golden Fruits

        There is an oasis in the reaches of the South that has held the bounty of Creation since Ancient Time. When plants were originally created, they were created in the same way as Behemoths; a single individual fruit or flower that exemplified the entirety of the species far above the pale imitations that followed them, but were safer and less likely to destroy what consumed or interacted with them. However, these golden fruits could not be destroyed and would not rot, so they had to be sealed; A God low in the Celestial Bureaucracy, Reverent Lotus Petals, was chosen to guard these golden fruits; she was bound to an Oasis, then that Oasis was scoured from all maps; it roves through the deserts of the South, never in the same place twice, to protect the world from the Golden Fruits, and the fruits from those that would abuse them.

        To enter the Oasis would require sneaking past or avoiding the watchers that are posed at the entrance, and descending under the water in the center to reach Petal's sanctuary, where each of the golden fruits are sealed with a multitude of traps, including dealing with Petal herself. In theory, such a thing would be nigh impossible; even finding the Oasis would be a feat of Legend. But Petal has grown bored of her thousands of years of guardianship, and often moves the Oasis into the path of tired or dying travelers, saving them and sending them on their way.

        The effects of the Fruits are only seen when consumed, and they are quite powerful. Vines spread from the wielder's body, and turn into powerful armor and weapons, while filling the one who ate them with power enough to match a Dragonblooded or even weaker Celestial Exalted, if the individual is skilled enough. The amount of the fruit eaten determines how long the individual maintains their armor, but eating too much could turn the individual into a monster, or even end them utterly, as they are consumed by the Fruit. Indeed, even eating the Fruit in small doses over time carries this danger, and more of these Golden Fruits can never be created; they are a treasure that could only be created once.

        Comment


        • #19
          Starting in this post I'm posting all of my recent Evocation Homebrew.

          Hesiesh’s Tooth; The Divine Rapier
          Too powerful to have just one owner
          Red Jade is always temperamental. It is explosive, eruptive, and powerful, just like the Fire Aspects it closely mimics. These properties become stronger the purer the weapon is in it’s Jade. Hesiesh’s Tooth, sometimes known as the Divine Rapier, is a blade of pure Red Jade. Save for it’s handle’s wrapping, from tip to hilt, the blade is red jade, and shimmers like it is constantly in a heatwave. It is a Rapier; a thin weapon with a basket hilt that tapers to a fine point on the blade.

          The Divine Rapier does not care for defense. Someone who uses it as a delicate blade to parry and block will not unlock it’s true power; they will have a very well made daiklave, but they will not have the Divine Rapier. The Rapier thrives in ripostes and clashes, blow meeting blow, out striking a foe based on pure martial skill, and gives its wielder the power to thrive in these bloody, explosive conflicts that begin and finish in an instant.

          The Divine Rapier was sad to be born of Hesiesh’s Dragon body, but wielded by his human incarnation, and that like Hesiesh himself, it stored its Essence for use in only the most severe periods of time, and that this was instrumental in finishing it’s forging process, and turning it into the weapon it is today. After Hesiesh, it is said that he passed it on to the first head of the Wyld Hunt, who passed it on to his student, and so on; always to a Fire Aspect who might have had more brawn than sense, who was not afraid to risk life and limb in explosive matches to see whose swordplay was better in a single moment. But like the Fire Aspects themselves, The Divine Raiper is also prone to their flights of fancy, and will always seek the strongest master it can.

          Special Powers; Hesiesh’s tooth is a regular Daiklave with the Piercing tag when attuned. When attuning it, the wielder understands that the only way to truly gain the weapon’s respect is to engage in Clashes; after successfully winning a clash for the first time using Hesiesh’s Tooth, the Divine Rapier gains a permanent +2 dice to all Clash Rolls, the same as using a two-handed weapon. Afterwards, the character can begin to learn the following Evocations.

          However, Hesiesh’s tooth is a fickle beast; If the character loses a Clash, and is then defeated, their attunement to Hesiesh’s tooth is broken. Reattuning the weapon is allowed, but the weapon will not grant her it’s Evocations. In order to regain them, she must avenge her defeat. Similarly, beating someone in a Clash, then defeating them and taking Hesiesh’s Tooth from them counts for the purposes of beginning to unlock Evocations for the weapon.

          Gathering Fire Concentration
          Cost; 4m Mins; Essence 1 Type; Reflexive
          Keywords; Uniform
          Duration; Instant
          Requirements;None
          The heat that swirls around Hesiesh’s tooth is focused to a razor envelope around the crimson blade, as the wielder and the blade pick a target. This charm can be used reflexively on the character’s turn to Delay their action at no Initiative cost. However, unlike a standard delay action, the character must specify a target that they are attempting to Clash; they delay until their chosen target takes their action, no matter how their Initiative changes in between the character activating this charm and the target going. If the character wins this clash, the searing heat of The Divine Rapier strikes the flesh of her foe and leaves it in pain, adding an additional level of damage to the attack.

          Lashing Firestorm Blade
          Cost; 6m, 1wp Mins; Essence 2 Type; Reflexive
          Keywords; Clash, Dual
          Duration; Instant
          Requirements; Gathering Fire Concentration
          Even on the edge of failure, The Divine Rapier will strike back fiercely, intent to prevent a fatal blow by destroying a foe’s attack. This charm may only be used when the character is being attacked while in Crash, creating a Clash attack against the opponent. If she wins a clash by clashing with a Withering attack, the character resets to Base Initiative before adding the initiative from winning the Clash. If she wins a clash with a Decisive attack, the character resets to Base Initiative before she rolls damage, allowing her to roll her base initiative as damage. This charm may only be used once per scene, but is reset by incapacitating a foe with a Clash.

          Sinking Blazing Teeth
          Cost; 4m Mins; Essence 2 Type; Supplemental
          Keywords; Clash, Dual
          Duration; Instant
          Requirements; Gathering Fire Concentration
          On the Ropes or going for the finishing blow, The Divine Rapier is a force to be reckoned with against any who are foolish, or desperate, enough to attempt to meet it in a show of force. When Clashing an opponent with Higher initiative, the character may reroll her 10s on her attack roll, and keep the successes. When clashing an opponent with Lower initiative, the character instead rerolls the 10s on her damage roll, and keeps the successes.

          Rampant Wildfire Frenzy
          Cost; 7m, 1wp Mins; Essence 3 Type;Simple
          Keywords; None
          Duration; One Turn
          Requirements; Lashing Firestorm Blade
          Focusing her Essence razor sharp and blistering hot, the warrior moves like a tongue of flame; each strike that tries to break her guard is not brushed aside or parried, but rather crushed before it ever begins by the rapid assault of the warrior; one, ten, a hundred, it matters not; so long as she can reach her foe so she strikes first, she can walk the battlefield unscatched. For the turn after this charm is activated, the character may reflexively clash any attack directed at her, so long as she can strike them; she can not clash ranged attacks without using other charms. These may be either Withering or Decisive, but if the character chooses decisive, rather than losing all Initiative and resetting, subtract only the successful dice and keep the rest. However, for each attack that the character Clashes, on her next turn she takes a -2 penalty to her Defense.

          Comment


          • #20
            Garda’s Wings (Artifact 4 for both, Artifact 3 for one)

            A pair of Dao made of Red Jade, with a tassel of silk attached to the end of the hilts, the blades themselves looking somewhat feathered on the back instead of straight, like the wing of a great red bird, the weapons are perfect twins of each other. The fire that heated the forging of Garda’s Wings came from the feathers that it is named after; the Garda Birds themselves. Garda’s Wings are an elegant, flowing weapon of flame akin to a pair of dancer’s tools, favoring wide, sweeping gestures for both attack and defense, It is not representative of the eruptive power of flames or explosions or the like, nor some sort of ultimate consumption, rather, they release waves of broad, flowing flames as they are swung, turning a combat into a flame dance as they swirl and wave across the landscape and the warrior’s foes. Capable weapons when split, they are far more deadly combined. The individual swords are the Left and Right Pinions, while the pair together are the Wings.

            When attuned to either of Garda’s Pinions, using it in a Performance (Dancing) roll adds 2 bonus dice if the stunt involves using it’s fire to enhance the performance. Additionally, any Performance Specialty towards Dancing can be counted as a Specialty for using Garda’s Wings, though this does not allow stacking specialties. If both Pinions are attuned and being used together, some charms gain a bonus effect listed under the charm itself.

            Garda’s Pinion (Right), Artifact 3 Short Daiklave

            Garda’s Right Pinion is the offensive of the pair of its’ Pinions, using it’s lashing, long waves of fire to assault and strike at multiple foes.

            Rising Flame Dance
            Cost; 3mMins; Essence 1Type; Supplemental
            Keyword; Withering-Only
            Duration; Instant
            Requirements; None
            Building Flames and a genius Dance both build on previous motions to slowly expand, growing larger and larger. This charm supplements a Withering Attack, adding a number of points of Raw damage equal to the amount of times the character has used this charm previously in the scene, with a minimum of 1.

            Flaming Wave Exuberance
            Cost; 4m, 1wpMins; Essence 2Type;Supplemental
            Keyword: Dual
            Duration; Instant
            Requirements: Rising Flame Dance
            With a wide, long sweep, Garda’s Pinion releases a rolling wave of flame in an arc in front of the warrior, even as it strikes at a foe, pushing back and assaulting any who attempt to overwhelm the wielder. When Supplementing a Withering Attack, the wave of flame forces all opponents in Close or Short range in front of the character to make a (Stamina + Resistance) roll against a difficult of the Exalt’s (Essence). If they fail, they are pushed back one range band by the searing heat. When Supplementing a Decisive Attack, the flames remain after launching them, creating a Bonfire hazard at Short Range in an Arc that burns for (Exalt’s Essence) Turns.

            Special;If both Pinions are being wielded, the Bonfire Hazard lasts for (Exalt’s Essence + 2) Turns.

            Circular Fire Dance
            Cost; 7m, 1wp Mins; Essence 3 Type; Simple
            Keyword; Decisive-Only
            Duration; Instant
            Requirements; Flaming Wave Exuberance
            Like rolling fields of grass, Garda’s Pinion summons a rolling wave of flame in a circle. But like a wave of locusts, nothing is left in the wake of the beautiful flame dance. This charm creates a Decisive Attack that targets all opponents within Close range of the Exalt. Initiative must be split, but roll the attack only once, applying it to all opponents. Any target who suffers more than 3 levels of damage catches on fire, and will burn, taking 2 dice of lethal damage each turn for (Exalt’s Essence) turns that ignores hardness.

            Special; If both of Garda’s Pinions are being wielded, this charm can reach out to Short Range.



            Garda’s Pinion (Left), Artifact 3 Short Daiklave
            The Defensive Pinion relies heavily on the methods of dancing and avoidance; it turns every dodge or block into the future motion of the dance, leaving trails of fire to protect it from repeated attacks.

            Sword and Dance Method
            Cost; 3m Mins; Essence 1 Type; Reflexive
            Keywords; None
            Duration; Until the Exalt’s Next Action.
            Requirements;None
            A flashing sword and rapid steps protect the Exalt from harm; even if one is beleaguered, the other is fresh. This charm decouples Parry and Evasion’s Onslaught penalty; until the Exalt’s next Action, an attack defended with Parry adds Onslaught to only Parry, and an attack defended with Dodge adds Onslaught only to Dodge.

            Special; If both Pinions are attuned, add 1 to the character’s Parry and Dodge for the duration of this charm.


            Flaming Backdraft
            Cost; 1m, 1i Mins; Essence 2 Type; Reflexive
            Keywords; Withering-Only, Perilous
            Duration; Instant
            Requirements;Sword and Dance Method
            The character’s graceful dance and fire gives them a constant defense against an opponent’s attempts to strike them, penetrating their defenses may lead only to getting burnt. If the Exalt is successfully struck by a Withering Attack, she may roll a number of dice equal to her opponent’s 1s on their damage roll, and prevent that much damage to her.


            Dancing Through the Fire
            Cost; 1wp Mins; Essence 3 Type; Reflexive
            Keywords; Uniform
            Duration; Instant
            Requirements; Sword and Dance Method
            Assaulted on all sides, the Exalt continues her dance, and escapes unharmed, through fire, flames, steel and metal. This success and apparent invulnerability invigorates her. This charm can be activated at the Start of the Solar’s Action, if she successfully dodged or parried all attacks directed at her for the entire turn, including dodging at least one and parrying at least one. The Solar then rolls Join Battle, adding a number of dice equal to the amount of attacks she avoided. This charm can be used repeatedly during a scene, but each successive use must have avoided a higher number of attacks then the previous one.

            Comment


            • #21
              The Eye of the Beholder- Artifact 4 Grand Goremaul
              A Blue Jade Goremaul creatively made in the shape of a fist, the Eye of the Beholder summons forth lightning to strike it’s foes. In the past, it was ‘simply’ capable of calling down storms and thunder, and was known by a different name, the Thunderlord’s Might. But now it has changed; within the palm of the Goremaul has been implanted the eye of a Demon, and the terrible gaze of the still living eye can bring even the most stalwart foe to their knees, allowing the Eye of the Beholder to hammer it’s foes into oblivion while they realize their own mortality.

              Attuning to The Eye of the Beholder makes the character’s gaze take on a threatening hue when focusing on someone, summoning lightning strikes behind their eyes and a deathly glare. By paying 1 mote during a Social Action, she may reflexively take the Hideous Merit for the purpose of that action.

              Finger of Thunder
              Cost; 3m or 5m Mins; Essence 1 Type; Supplemental
              Keywords; Decisive-Only
              Duration; Instant
              Requirements; None
              The blows of the Eye sunder and shock, they destroy with unwavering force. This charm doubles 10s on a Decisive Damage Roll. If the fight is taking place during a Storm that has the possibility of Lightning, 9s may be doubled by paying an additional 2 motes

              Horizon Spanning Hurl
              Cost; 4m, 1wp Mins; Essence 1 Type; Reflexive
              Keywords; Counterattack, Perilous
              Duration; Instant
              Requirements; Finger of Thunder
              When assaulted from beyond her range, the wielder of the Eye may release it like a shotput, hurling it towards someone foolish enough to test her temperament. This charm creates a counterattack against an opponent attacking the Exalt from at least Medium Range, but no further than Extreme Range, and the character does not need to aim to strike. This counterattack does no damage if it hits, but rather knocks the target prone and pins them under the tremendous weight of the Eye. To stand up and move again, the target must complete a Feat of Strength Test with a Strength Requirement of 3, a goal number of 20, and a difficulty of the damage successes on the counterattack. If the target does not have the Strength required to participate in the Feat of Strength, they may pay 1 willpower to ignore the requirement for a turn. So long as the hammer is pinning the unlucky target to the ground, the Exalt can not wield the hammer.
              Q:What if you are a super Athletic Solar who wants to use Feat of Strength charms to hurl the Eye into the stratosphere?
              A: Well nothing’s stopping you. You and your ST should discuss what that actually entails.



              Terrible Observing Eye
              Cost; 1+i or 1wp + 1+a Mins; Essence 2 Type; Reflexive
              Keywords; None
              Duration; Instant
              Requirements; Horizon Spanning Hurl
              The closed fist of the Eye opens, and the Demon’s eye sealed within observes the battlefield. Before it’s deleterious gaze all things are revealed, revealing the futility of escape, and the pointlessness of hiding. Against an opponent who is launching an Unexpected Attack or Ambush, the character may pay 1 Initiative to increase her Defense by 1, to a maximum of the amount reduced by the benefits of stealth; so if she is being Surprise Attacked, she may pay 2 Initiative to increase her Defense by 2, but not 3 to increase it by 3. Against a Foe who is instead attempting to Go to Ground, she may channel her Anima into the Eye, sending out waves of searching light to attempt to track the opponent. For each level of Anima that the character pays, her opponent adds 1 to the penalty of the stealth roll for that roll.

              Malevolent Death Gaze
              Cost; 3m Mins; Essence 3 Type; Supplemental
              Keywords; Withering-Only, Perilous
              Duration; Instant
              Requirements; Terrible Observing Eye
              As an opponent is reeling, battered, and about to break, the Eye of the Beholder locks it’s malignant gaze upon them, and they find themselves frozen in the face of death. If the attack supplemented by this charm crashes the opponent, they must immediately roll (Wits + Awareness) at a difficulty of the Exalt’s (Essence) to turn their face away from the terrible gaze before them. If it fails, they become entranced by the hateful eye until their next action. While entranced, they can not move, though they may apply Defenses as normal against most foes. The most devastating foe, however, is the Eye that has consigned them to their fate. If the wielder of the Eye launches a Decisive attack against the paralyzed foe, they can not dodge it; they may at the last second raise their blade or shield and prevent the blow from shattering their skull, but applying Evasion is impossible. And the blow itself is devastating; add the extra successes on the attack roll to the damage roll, and such a blow is always considered to be made during a thunderstorm for the purposes of Finger of Thunder.

              Q:This seems cheap, and really powerful. How can you avoid it if you get hit by it?
              A: Well the effect only applies against one person, so if you’re a dodgy type who got crashed somehow and is now paralyzed, all you really need is for someone to Defend Other you, because even if they get hit they don’t suffer from the extra effects.






              A Closed Eye; The Thunderlord’s Might

              What happens if you remove the Demon’s Eye from the Eye of the Beholder? Well it becomes a new weapon, of course. Or really, it becomes the old one, the Thunderlord’s Might. Without the terrible eye, it can’t use either of it’s last two Evocations, but it also has replacements; the addition of powerful objects and charms to an Evocation is, to me at least, a Zero-Sum game; you aren’t adding brand new Evocations on top of an existing Artifact, you’re changing what's already there to fit the new components. So by that logic, here are two more charms to replace Terrible Observing Eye and Malevolent Death Gaze if you just want to have a Lightning Hammer.

              When attuned to the Thunderlord’s Might, the character can always know if a storm is coming and how strong it is in enough time to adequately prepare for it.

              Electric Impulse Corona
              Cost; 6m, 1wp, 2a Mins; Essence 2 Type; Reflexive
              Keywords; Perilous
              Duration; One Scene
              Requirements; Horizon Spanning Hurl
              Charging her Essence and her Anima into the Thunderlord’s Might, the Exalt makes the weapon, and herself crackle with powerful bolts of Electricity, shooting sparks off of her and her weapon. Even dragging the Thunderlord along the ground will cause sparks and lightning. So long as this Evocation is in effect, Any opponent who strikes the character in Close Range takes 3 dice of Withering damage that can not be soaked, and the character adds the same amount to her Raw Withering Damage with Thunderlord’s Might. The character does not have to hold the Thunderlord after activating this charm to continue to receive its benefits, so long as she is not actively switching to another weapon, she may pummel foes with her fists without issue.

              Eternal Storm
              Cost; 6m, 1wp Mins; Essence 3 Type; Simple
              Keywords; None
              Duration; Instant
              Requirements: Electric Impulse Corona
              Gathering her focus and channeling it through the Thunderlord’s Might, the Exalt summons a massive lightning storm that covers the battlefield. This charm can only be used on 20+ Initiative. The character rolls Join Battle with (Essence) additional Automatic Successes, and adds that to their Initiative. This total pool of Initiative is then moved into the Lightning Storm, while the character herself Resets. At the start of the Next Round, and each subsequent Round, the Storm uses 5 Initiative to launch a Lightning bolt at an opponent chosen randomly as an Environmental Effect with 5L damage. A (Stamina + Resistance) roll at (Exalt’s Essence) reduces it to 2L, and this damage ignores Hardness. This charm may only be used once per scene. The Eternal Storm may also be used as a last ditch effort to return the character to a fight. If the character is Crashed, she may raise the Thunderlord’s Might into the air, and summon the Lightning back into her, adding it’s Initiative to her total.
              Last edited by Flare; 02-13-2016, 02:48 AM.

              Comment


              • #22
                First of all, loving seeing more evocations in this forum. Awesome!

                Second, some folks have tried to compile artifacts and evocations on this thread if you'd be interesting in putting your stuff there as well.

                Now, I love Hesiesh's tooth! However Lashing Firestorm Blade made me wonder... can you do a Decisive Clash while in Crash? You can't do Decisive attacks at all, so I would suspect you can't. If this evocation grants you the power to do that, it's VERY good. The potential to be down unreasonable amounts of initiative and then just wait for them to attack you, use the evocation and bam, base initiative regardless of how many rounds spent in Crash.

                Love the rest of the set though!


                I post Artifacts in this thread. How I make them is in this thread.
                I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero

                Comment


                • #23
                  I LOVE the concept of Eye of the Beholder being two different artifacts with different evocations! I'm totally stealing that idea in the future!

                  However, I have to say Double 9's on a Decisive attack roll? At Essence 1? For 3m? That's unbelievably powerful. Single best evocation ever.


                  I post Artifacts in this thread. How I make them is in this thread.
                  I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero

                  Comment


                  • #24
                    Originally posted by The Unsung Hero View Post
                    I LOVE the concept of Eye of the Beholder being two different artifacts with different evocations! I'm totally stealing that idea in the future!

                    However, I have to say Double 9's on a Decisive attack roll? At Essence 1? For 3m? That's unbelievably powerful. Single best evocation ever.
                    yeah there's a reason that it has no way to make a lightning storm happen unless you're Essence 3 and Reset yourself for it. It might still need nerfs but there's a pretty big amount of set up to get the really powerful Evocation.

                    For Lashing FIrestorm Blade, I don't know if you can technically clash Decisively in Crash but for this weapon I would say you could, however, you would be dealing with a limit of only having 3 Initiative, which means almost any Artifact armor can make said decisive attack worthless.

                    Comment


                    • #25
                      Originally posted by Flare View Post
                      For Lashing FIrestorm Blade, I don't know if you can technically clash Decisively in Crash but for this weapon I would say you could, however, you would be dealing with a limit of only having 3 Initiative, which means almost any Artifact armor can make said decisive attack worthless.
                      I think the balance concern isn't about how much damage you can do, but the fact that you can pull yourself out of any severity of Crash. It's a very potent bounce-back. If the goal is to only allow a small amount of damage, I'd just phrase it as "if you do a Decisive Clash, your damage pool is equal to your base initiative for the purposes of this attack" or something so it doesn't necessarily reset you. If the goal is to actually reset you, that's a big payoff and I have no idea how to properly balance that cost.


                      I post Artifacts in this thread. How I make them is in this thread.
                      I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero

                      Comment


                      • #26
                        Originally posted by The Unsung Hero View Post

                        I think the balance concern isn't about how much damage you can do, but the fact that you can pull yourself out of any severity of Crash. It's a very potent bounce-back. If the goal is to only allow a small amount of damage, I'd just phrase it as "if you do a Decisive Clash, your damage pool is equal to your base initiative for the purposes of this attack" or something so it doesn't necessarily reset you. If the goal is to actually reset you, that's a big payoff and I have no idea how to properly balance that cost.
                        An accurate observation. I wasn't really considering the fact even I've seen people with something like -30 Initiative. You could argue that the tremendous drawback of the charm's incredibly high Defense Penalty would require having some sort of ridiculously good trade off but I can also agree this penalty is too much. I think rather then trying to modify this wording to pull it out in a way that isn't overtly overpowered I'll just restrict it to Clashing only when not in Crash, which doesn't really require me to change the wording but rather to simply acknowledge that's the basic intent without other specialized charms and leave it at that.

                        Comment


                        • #27
                          North Wind’s Hand- Artifact 3 Smashfist
                          A glove made of Blue jade that’s incredibly light and orichalcum, the North Wind’s Hand takes the shape of a pair of gloves- not overtly heavy, but quite magical-, with a hearthstone socket on the left hand; unlike most Smashfists, the gauntlets lack any blades, heavy metal knots, or anything like that, instead featuring a somewhat minimalistic design. It’s cold to the touch, and cold to the area around it, filled with the winds of the north trapped within the fibers of the gloves. While attuned, the character can chill objects in their hands with a slight essence expenditure; freezing a drink or keeping it cold may be done easily, while freezing a bathtub may require 2 or 3 motes. Freezing larger bodies of water then this requires a later charm in the Evocation Cascade. These effects may be used for stunts, but most likely will not remain after a scene; A stunt to freeze the top of a pond to slide across it might result in the ice melting as soon as the character’s feet leave it.

                          Freezing Strike
                          Cost; 4m Mins; Essence 1 Type;Supplemental
                          Keywords; Dual
                          Duration;Instant
                          Requirements; None
                          The Freezing gales of the North Wind cut through valleys and mountains and chill those that face them to their very bone. The North Wind’s Hand can do the same; each strike draining heat and life from a foe, or covering them, or whatever they’re carrying, in a numbing, chilling layer of Frost. When supplementing a Withering Attack, Freezing Strike may be used to remove the opponent’s Stamina from their soak, as the opponent’s body can not withstand the chill and mount an effective defense. When used to supplement a Decisive Attack, the freezing drains the life from a foe; after applying damage, roll a number of dice equal to half the successes on the damage roll; for each success, reduce the opponent’s Athletics by 1 for two rounds. This penalty can stack, but even if it applies no higher number, simply succeeding on a decisive attack supplemented by this charm causes the penalty’s duration to refresh.

                          Freezing Grasp
                          Cost; 2m Mins;Essence 1 Type; Supplemental
                          Keywords; Dual, Perilous
                          Duration; Instant
                          Requirements; None
                          With the North Wind’s Hand on an opponent, even when they struggle, the brutal cold will envelop them eventually. This charm increases the raw damage of a Withering Savaging Attack by one point, plus one point for each round that the character has been in control of the grapple. When boosting a Decisive Savaging attack, roll a number of dice equal to half the successes on the damage roll, and for each success, reduce the opponent’s Athletics by 1 for two rounds. This penalty can stack, and simply Decisively Savaging an opponent again while using this charm will result in the penalty’s duration refreshing

                          Winter’s Curse
                          Cost; - Mins; Essence 2 Type; Permanent
                          Keywords; None
                          Duration; Permanent
                          Requirements; Freezing Strike, Freezing Grasp
                          With this Evocation, the character’s ability to manipulate North Wind’s Hand, specifically it’s abilities to freeze and drain heat, more effectively. In effect, this charm allows for specialized gambits relating to freezing the area around the character, and increases the effects of the prerequisite Evocations; if the character runs out of Athletics, further draining is not useless, but instead starts to drain the Strength of of the character at a rate of 2 successes per 1 point. Similarly, with this charm the character may make gambits to freeze large bodies of water, freeze and shatter weapons or armor, give opponents frostbite, or even make diseases regress or stall by freezing them in someone’s body.

                          White Wasteland
                          Cost: 5m, 1wp Mins; Essence 3 Type; Supplemental
                          Keywords: Withering-Only
                          Duration; Instant
                          Requirements; Winter's Curse
                          All that is left after a blizzard is white death. An attack supplemented by this charm can double 9s on its Attack Roll, but using the Evocation in that way is not the intended use. Rather, White Wasteland represents the end of anyone struck by the North Wind’s Hand. When targeting an opponent whose Athletics has been reduced to 0 through the effects of this charm’s prerequisites, if the supplemented attack crashes the opponent, they freeze solid. From there, if the character wishes, they may shatter them into snowflakes with a single touch.
                          Last edited by Flare; 02-20-2016, 11:00 PM.

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                          • #28
                            Originally posted by Flare View Post
                            North Wind’s Hand- Artifact 3 Smashfist
                            Holy hell, the tags in this post when I tried to quote it!

                            Ok, I love the imagery and theme of your weapon and I never would have though to make something like this a Smashfist. That is awesome.

                            However, I am concerned about powers that directly affect someone's abilities or attributes directly. If used against an QC NPC this is impossible to determine because Quick Characters don't have broken down stats. Their 4 dice for movement. Is that 2 athletics? Or 1 athletics and 3 dex? Effects like this can be better represented as stacking penalties to athletics actions with either a set duration or a resist roll with a rising difficulty that culminates in the condition for your pinnacle evocation.

                            Just my 2 cents. I really love the concept and I think it can work with some tweaks.


                            I post Artifacts in this thread. How I make them is in this thread.
                            I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero

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                            • #29
                              Originally posted by The Unsung Hero View Post

                              Holy hell, the tags in this post when I tried to quote it!

                              Ok, I love the imagery and theme of your weapon and I never would have though to make something like this a Smashfist. That is awesome.

                              However, I am concerned about powers that directly affect someone's abilities or attributes directly. If used against an QC NPC this is impossible to determine because Quick Characters don't have broken down stats. Their 4 dice for movement. Is that 2 athletics? Or 1 athletics and 3 dex? Effects like this can be better represented as stacking penalties to athletics actions with either a set duration or a resist roll with a rising difficulty that culminates in the condition for your pinnacle evocation.

                              Just my 2 cents. I really love the concept and I think it can work with some tweaks.
                              Doing tags on this forum is literally shit. I have everything formatted on Google Docs but the instant I transfer it over all formatting is stripped, meaning I have to do it again by hand a second time.

                              The thing about this is that while you're correct in your observation, because QC stats are kind of haphazardly thrown based on what 'feels right' (IE; Earth Immaculate has 8 Dice to Feats of Strength by only a Strength of 3, but his Combat Movement is 4; so while in Feats of Strength he has 5 Athletics, in Combat Movement he has no less then 2, but up to 4, while in the way of attacking, his Unarmed at 12 dice indicates he has a total of 8 in his Dex + Martial Arts, his Tetsubo indicates he has 10 dice in the same pool)

                              I made it in this way because I think that things like this should be attuned to non Quick Characters. In my observations, you want the technique to work best on things that are interesting; your greatest Rival shouldn't be getting eyeballed roughly on where this charm effects it, instead I think it should easily work for them, and you can eyeball the QCs.

                              For example, with the Earth Immaculate, I'd put his Athletics as Fairly High, so it's tougher to freeze him. You can certainly apply it as a penalty, but if you were to change the wording to apply it as a penalty, you don't actually have to change anything; you can just say 'for each success, apply a 1 dice penalty to all actions using Athletics.', but then when does the last Evocation become active? You'd have to determine which of the multitude of possible ways to roll Athletics on a QC is the one where you go 'when this pool is 0 from the subtraction of the penalty you can freeze them'; and even on some level you could then have people arguing it should be Resist Poison and Diseases, in addition to Combat Movement and Feat of Strength (I would personally use Combat Movement, even though this creates a weird concept where you have an individual whose super strong and tough quickly getting frozen solid and thus skipping out the entirety of the fight with a person whose supposed to be tough by instantly freezing them solid and shattering them), altogether a really annoying situation because someone's getting fucked over. By saying it's Athletics, it instead allows an ST to look at a quick character and determine how hard they want them to be to freeze, and then just go from there; it allows a dynamic difficulty set by the Storyteller that allows them to manipulate the total in a way that doesn't change the QC's actual stats.

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                              • #30
                                Going to Necromancy this for my use on my new campaign;

                                My Dragonblooded game- which started way back basically before 3E was even announced- has recently started it’s second generation. The basic premise is a Dragonblooded game where the character’s start at the foundation of the Shogunate Era, then slowly progress through several generations as they change the world and the world changes itself. But it also deals with a lot of the same aspects that Dragonblooded deal with in the present; family histories, both positive and negatives, the pressures to conform and the pressures to create something new, and the eternal struggle to keep Creation from falling to ruin. Lioness , Bastet , The Hug Ninja , and a couple of others are the PCs. The first generation ended with HugNinja’s character establishing the first Shogunate on the back of her family, the Kumari. While it’s a lot of history to get into, I will over time probably be highlighting major features, or at least establishing their old PCs.

                                The idea of the game is that as each generation progresses, they have swapped families (Lioness suggested this), but are still playing both their old PC and their new PC. While the New PC goes through standard Exalted Adventures; beating monsters, fighting fae, keeping the world safe, the Old PCs work on a longer time scale; Shogun Nahla has to juggle her demanding responsibilities and her desire to continued expansion, Saibok Tanis must keep the peace abroad while also keeping the Shogun’s armies ready for war, Jiro Corinna maintains a system of transportation across Creation while also being an ‘idol’ that many look up to. In balancing these, the players have access to both styles of Exalted games, and are incentivized to work together or at times even against their own PCs.

                                This is a long spiel to explain the premise of what I’m going to be using this thread for in the future; As my players play the game, they’ll be interacting with cultures and systems that they may not get the full story of. In this thread, I can outline, from a more omniscient narrator perspective, some of the things they interact with. A Combination of Homebrew and Essays, I guess. Also included will be stat blocks for creatures, Evocation trees, and the like. The goal isn’t to brag about what I do or don’t do, but to offer ideas and things that others can benefit from; be it a piece of discussion on a festival or culture, an Elemental, God, or Demon, or an Evocation or similar. Today it’s about Rodeos, Aurochs, and Ahlat

                                The Grand Rodeos

                                Ahlat presides over two distinct groups; Cattle and Men. It is natural, in his emulation, that these two cultures work together to try and worship him. Thus is born the Rodeo.

                                From the First Age till now, Rodeos have occured. Competition between Man and Cattle, where both compete against each other in all stages of life. From Children roping cattle to young men wrestling steers to mighty women riding bucking bulls, all across the South, these competitions rage. In the Shogunate, it formed a circuit; the victorious in these challenges would progress to the next event, slowly earning more and more glory for themselves until they reached the Grand Rodeo; an event held only every year and a half. Some Gens specialize in training these victorious cattle, others in producing exquisite cowboys and wrestlers to test their might against. It is not a competition to the death, but rather to Glory. For those who win, the prizes are equally as great as the challenge; the victorious Mortals or Dragonblooded would be granted titles, land, or money from the Emperor of the South. For the Cattle that proved themselves the greatest among their species, who defeated all challengers, they receive a greater, more personal reward.

                                They go on a pilgrimage, crossing the desert and having their guards light 6 torches. Upon lighting the 6th torch, the Cattle and their guards are transported to one of Ahlat’s Sanctums; a massive tower made of white stone, with the horns of a bull arching from the top, holding the Sun itself between those mighty brass horns. There, every twenty of these victorious cows are combined into a single newborn Auroch, to serve Ahlat for 100 years before being replaced.

                                Even in the age of the Scarlet Empire, where the actual ritual has fallen into disrepair, Ahlat still takes the Hecatomb into his Aurochs, even if they are not as exquisite as before. And the pillars that would hold the flames still stand, monuments in the desert that refuse to be buried, even as the Oases they were near have dried up; objects that can still find Ahlat's Sanctum, even though most have forgotten their uses now.

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