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  • Flare
    started a topic Flare's Homebrew Thread

    Flare's Homebrew Thread

    Lioness has her own rambling topic. I had one on the old forums but then didn't bother to move it over or make a new one because I didn't really have anything to add and most of my stuff had already been put on my tumblr. But I figured at this point I might as well go ahead and start adding new stuff. If nothing else, it's neat to hear what people think of my stuff. Most of the time I only get a few comments from my gaming group as a whole, so hopefully by opening it to a wider audience I'll get more comments.

    I also have a tumblr here; http://flareknight1.tumblr.com/ which has a bunch of backlog stuff I'm not transferring over. Give it a read if you want. I don't expect to post constantly in here or anything, but if there's something cool I work on I'll put it here at least.

    For the first post, I made a Lesser Elemental Dragon for my Shogunate game;

    Ophioneus
    She was a Huraka. But unlike the others, gentle wind-herders, Ophioneus thrashed at her boundaries from the moment she opened her eyes. She wanted to be strong. More than that, she wanted power. She wished to replace her Wind Master, and from there rise even further. Her introduction to the courts of the world made her think of only one thing. ‘I want to control all the world’s weather’. Her first roar caused a snowfall. Due to the accords of the wind-masters she was to serve Blue Skulking Bear, so he dragged her to the North. She bottled up her rage as she worked as a wind-herder, hoping only to be summoned by a sorcerer, for she found the herding of winds to be a boring, pointless task. But a sorcerer gave her an idea once. If she found her wind herding so boring, why not use that time to refine her Essence further while she could? Ophioneus had never considered it- indeed, most Huraka are too limited in intelligence to consider such a thing, and those that are generally do not bother-, and so when she returned to the wind-herding, she focused on her Essence, and refined it.
    She grew prideful at her new, refined Essence. Over 50 years, her Essence became more and more refined, and she grew more and more powerful. Eventually she felt she grew strong enough to challenge her Wind Master, that she would take his position.
    It was the closest challenge a Wind Master had had in two hundred years, but Ophioneus was no Lesser Elemental Dragon, so Blue Skulking Bear was able to defeat her. But he did not understand what he fought. He assumed it just a foolish Huraka, nothing special. Ophioenus was far cleverer than that, far smarter. As she wrestled the great bear headed dragon, she learned. She used his Essence as further refinement. For every bite he inflicted that numbed her flesh, she stole that Essence. When he roared, and sent a mighty blizzard that chilled her to the bone, she watched how he did it, even as parts of her body shattered. When, to finish the challenger, he stole every ounce of heat from her, she gave it willingly, frozen to zero and dumped into the snows of the North. For ten years, the frozen husk of Ophioneus laid in the snow.
    Then she finished her final refinement, and erupted into a new form. Gone was the soft fur, replaced with beautiful Dragon’s scales of Ice. Her every action stole the heat around her, a beautiful representation not of Air as a whole, but of a single facet of the Element. Cold beyond Cold. Freezing. Her massive body dwarfed even her previous height, and her former master only rivaled her in size, rather than being the greater.
    When they clashed again, upon Ophioneus’ return to his court, it caused the greatest blizzard of the North that has ever been recorded. Slowly, the days turned into weeks, and then months. Eventually, the Northern Lunars and Sidereals became annoyed at this unceasing blizzard, and intervened, separating the two.
    It was decided that Ophioneus would be given dominion over the far Northern Blizzards, to sate her, while Blue Skulking Bear would be allowed to continue his work as Wind Master. This sated Ophioneus for a time, as it gave her a chance to slowly gather more power to attempt to take over the Courts of the Wind Masters. It also gave her time to continue to refine her power.
    She was named ‘The Blizzard of Brutality’, for under her reign the North saw the harshest blizzards that were not caused by her fight with Blue Skulking Bear. It was partly because of this that the North remained sparsely populated even into the High First Age, especially without weather changing technology.
    But even as Ophioneus did her job, she continued to attempt to refine her Essence. She stretched and pushed the boundaries of what she could do, until she was straining against the power of Greater Elemental Dragonhood itself. She was sure she would be the first to control it. That it would be her name that was spoken of as the first to conquer that great power.
    She never got the chance to make her final push. As she neared the end of her meditation, Enlightenment swirling around her, she was assaulted by the Saibok Gens, backed by Sidereal aides to keep the Greater Elemental Dragon from being born. But more than that, they wanted the power of Ophioneus for the Saibok Spirit Guard- members of the Saibok who share their bodies with Elementals for greater power-. a Weapon in the coming conflict against the Solars. She was the first creature bound unwillingly, and the most powerful ever bound. Her container was Saibok Beo.
    Even in the confines of her seal, Ophioneus has not lost herself. She knows that if she can be free for only a few more moments, she can reach the threshold of power to become a Greater Dragon. Then she will be free of this So she pushes, and fights the seal that she is bound in. Her power floods into Beo’s, and has mutated his body. Her words whisper in the back of his head, but she gives him power none-the-less. To hopefully corrupt him to let her out, to be free.


  • Flare
    replied
    Earth Archery

    Anchored by Land’s Might
    Cost; 1i Mins; Archery 2, Essence 1
    Type; Reflexive
    Keywords; Balanced, Earth, Uniform
    Duration; Instant
    Prerequisites; None
    Taking a powerful stance and planting her feet firmly on the ground, permissive but not passive, taking in all of the world around her without overwhelming herself, the Dragonblooded can take aim at even distant foes. When the Exalt has not taken a movement action this round, she may activate this charm to flurry an Aim action with an attack, allowing her to either extend the range of her attack or aim more closely at her foe.
    In Earth Aura, she does not take a Flurry Penalty for flurrying her Aim Action with her attack.

    Unmoving Mountain Archer
    Cost; 2m Mins; Archery 2, Essence 1
    Type; Reflexive
    Keywords; Balanced, Earth, Uniform
    Duration; Until Next Round
    Prerequisites; None
    Like a god casting judgement from the highest peaks, the Dragonblooded stands unmoved from storm, salt, and steel, and instead finds her zen; in the motion and release of each arrow. When the Exalt is attacked, she may increase her Soak by her Archery so long as she hasn’t moved the previous round.

    Arrow of the Earth Dragon
    Cost; 3m Mins; Archery 4, Essence 1
    Type; Supplemental
    Keywords; Earth, Withering-Only
    Duration; Instant
    Prerequisites; Anchored by Land’s Might
    The Dragonblooded’s Arrows can knock even behemoths and heroes from their tread, sending them scattering like raindrops, for those not in tune with the earth find themselves losing their footing. This charm can only be used against a crashed opponent, and the supplemented attack gains the Smashing tag. If the Exalt successfully deals damage to the opponent, they gain an additional point of Initiative.

    Meteor Arrow Rain
    Cost; 3m Mins; Archery 3, Essence 1
    Type; Supplemental
    Keywords; Balanced, Earth, Dual
    Duration; Instant
    Prerequisites; Anchored by Land’s Might
    Her arrows fall like chunks of rock, impaling foes like they were spears thrown by the hand of a giant; the Exalt and her arrows follow their natural path, and attempting to impede it is suicidal. The Exalt adds her Strength to the Raw Damage of her Archery attack. On a Decisive attack, she may transfer up to 3 extra successes on the attack roll to the damage roll, but only if the attack is benefitting from an aim action.

    Dragon’s Tooth Impalement
    Cost; 4m, 1wp Mins; Archery 3, Essence 2
    Type; Supplemental
    Keywords; Decisive-Only, Earth
    Duration; Instant
    Prerequisites; Meteor Arrow Rain
    The Dragonblooded’s Arrows become stuck in the ground itself, a part of the earth in the same way that all individuals truly are, preventing her foes from moving without dislodging themselves from the earth itself. If the opponent is sucessfully struck by the decisive attack, she becomes pinned to the earth. She can not take move actions and suffers a -1 penalty to her Dodge. Freeing herself requires a (Strength + Athletics) roll at difficulty of (2 + The damage done on the Decisive Attack), to a maximum of the Dragonblooded’s Essence as a miscellaneous, flurriable action. The Exalt can also use this charm to make her arrow almost impossible to remove when shot into a tree or similar, in which case the difficulty to remove it is (2 + The Exalt’s Essence).

    Pasip’s Mighty Arrow
    Cost; 4m Mins; Archery 3, Essence 3
    Type; Supplemental
    Keywords; Aura, Earth, Decisive-Only
    Duration; Instant
    Prerequisites; Meteor Arrow Rain
    Great Dragon Pasip, who gave the Dragonblooded the secrets of their charms, who taught them of purity in diligent work towards perfection, casts down Anathema with a sweep of his mighty arms. The Exalt doubles 10s on her decisive damage roll.

    Gorge-Making Bolt
    Cost; 6m, 1wp, Expend Earth Aura Mins; Archery 5, Essence 4
    Type; Simple
    Keywords; Aura, Decisive-Only, Earth
    Duration; Instant
    Prerequisite; Dragon’s Tooth Impalement
    Pulling her bowstring taught not just with the weight of her arms, but with the weight of her body, and through her body the entire weight of Creation, the Exalt gathers all her Essence into her single arrow, and releases it as a point of brilliant Earth Essence; a spark of light that contains the entire essence and order of Creation. This charm creates a single Decisive Attack that targets up to 3 characters in a line. Roll the attack once, but the damage separately. The Damage dice on the first target is equal to the Exalt’s (Initiative + Extra Successes), the damage dice on the second target is (Exalt’s Initiative - successes on the first roll + Extra Successes), while the damage on the third target is (Exalt’s Initiative - successes on the first and second roll + Extra Successes). Each range band that the arrow passes through becomes Difficult Terrain as the earth is split down the path of the arrow. This charm can only be used once per story.


    Wood Resistance

    Royal Oak Bark
    Cost; 2m Mins; Resistance 2, Essence 1
    Type; Reflexive
    Keywords; Balanced, Wood, Dual
    Duration; Instant
    Prerequisite; None
    Suddenly hardening her body in response to an attack, the Exalt gathers her foe’s expended energy, intending to make him regret his foolish attack. When the Exalt successfully parries an attack or soaks it to 0 damage, the Exalt may activate this charm to add (Essence) to her next Withering Attack’s Raw damage. On a Decisive attack, she may instead add up to (Essence) extra successes to the damage roll.

    Watering the Tree with Blood
    Cost; 1i, 1wp Mins; Resistance 3, Essence 1
    Type; Reflexive
    Keywords; Decisive-Only, Wood
    Duration; Instant
    Prerequisite; None
    As the Exalt is damaged, her skin flakes off like bark, revealing healthy flesh underneath it; though she has been struck, this only empowers her further, refilling her strength. When the Exalt takes decisive damage, she gains motes equal to her opponent’s damage, to a maximum of her (Stamina) in motes. This charm may only be used once per scene, but is reset by entering Wood Aura.

    Strengthening the Roots
    Cost; 3m Mins; Resistance 3, Essence 1
    Type; Reflexive
    Keywords; Withering-Only, Wood
    Duration; Until Next Turn
    Prerequisite; Royal Oak Bark
    Sinking her feet into the ground, the Exalt refuses to be moved by her foes, watered by adversity and mighty in form. Blows that strike her meet only her thick, bark-like skin, preventing her from harm. The Exalt may activate this charm when being attacked to exchange points of Defense for Points of soak; for each point of Defense she gives up, she increases her Soak by 2 points. She may increase her Soak by up to her (Resistance + Applicable Specialty).
    In Wood Aura, the Exalt may activate this charm after an attack has been rolled against her, but before damage is calculated, and while it’s active, the Overwhelming of any attack that targets her is reduced by 1.

    Plant Hibernates for Winter
    Cost; 2i Mins; Resistance 3, Essence 2
    Type; Simple
    Keywords; Aura, Wood, Uniform
    Duration; Until Taking an Action
    Prerequisites; Royal Oak Bark
    Waiting until the sun peeks through winter clouds and the freezing snows have stopped is how a thousand-year oak survives horrific conditions. In the same way, the Exalt’s ability to assess her situations and not be swayed keeps her strong. This charm creates a special Delay action, where the Exalt ‘takes root’ in her spot and refuses to be moved. She reduces all knock back towards her by the rules of Immovable Mountain Technique, but only while she Delays her action. While she is delaying, she reduces all damage rolled against her by the amount of 1s in the attack roll.

    Flower Blooms In Winter
    Cost; 6m, 2i+, 1wp Mins; Resistance 4, Essence 2
    Type; Reflexive
    Keywords; Aura, Decisive-Only, Wood
    Duration; Instant
    Prerequisite; Strengthening the Roots
    Resilient plants can bloom even in winter, their roots strong and their beautiful flowers pushing through snow. In the same way, the Dragonblooded overcomes adversity through her resilience, refusing to be felled by harsh circumstance. When the Dragonblooded is hit by a decisive attack, she may pay 2 initiative to remove one level of damage from the rolled damage. She may remove up to (Essence) levels of damage, but cannot remove 10s.

    Smashing Willow Branch Breaker
    Cost; 5m, 1wp Mins; Resistance 5, Essence 3
    Type; Reflexive
    Keywords; Wood, Decisive-Only
    Duration; Instant
    Prerequisites; Plant Hibernates for Winter
    When a blow fails to pierce her defenses, the Exalt responds like a crushing tree, walloping her foe with the strength of every forest and every root. When she successfully blocks an attack or takes no damage from soaking it, the Exalt may activate this charm to counterattack her opponent Decisively using her Stamina + Resistance, rerolling a number of dice on the attack and damage roll equal to her opponent’s 1s on the attack roll. This counterattack counts as the Exalt’s action for the Round.
    By Expending Wood Aura, this does not count as the Exalt’s attack for the round.

    Forest Thrives Through Flames
    Cost; 6m, 1wp, Expend Wood Aura Mins; Resistance 5, Essence 4
    Type; Reflexive
    Keywords; Aura, Wood
    Duration; Instant
    Prerequisites; Smashing Willow Branch Breaker
    Flames may rip through a forest and scorch the grasses and ferns to cinders, and may even crack the ancient oaks, but they are not killed by it; rather, they feel renewal and grow even larger in size. When she is hit by an attack that exactly matches her Defense, or receives no damage from soaking a Withering or Decisive attack, she may activate this charm to immediately Crash her opponent, stealing all of their initiative and gaining a break bonus. This will parry an attack that bares successes equal to her Defense. She may only use this charm once per story, but it is reset by the Exalt filling up all her Health Levels except her -4.



    Water Thrown

    Current Gathers at Sea
    Cost; 1m Mins; Thrown 1, Essence 1
    Type; Reflexive
    Keywords; Balanced, Water, Uniform
    Duration; Instant
    Prerequisites; None
    The most powerful waves gather in the deepest ocean, pushed by wind and empowered before they crash into shore. After the Exalt makes a Thrown attack, she may roll (Dexterity + Athletics) at a difficulty of 2. If she succeeds, her weapon returns to her hand automatically, and she gains 1 Initiative. If the Exalt is using a Jade weapon or weapon that naturally returns to her hand, she waives the mote cost of this charm on subsequent uses so long as she continues to catch her weapon.
    In Water Aura, the Exalt gains 2 Initiative instead.

    River Undercuts the Bank
    Cost; 3m Mins; Thrown 2, Essence 1
    Type; Supplemental
    Keywords; Balanced, Withering-Only, Water
    Duration; Instant
    Prerequisites; None
    Like the River tearing away the land, The Exalt’s thrown weapons cut away at armor and hide, revealing weak points for her to exploit. The Supplemented attack ignores a number of points of Soak of the opponent equal to the amount of times the Exalt has attacked her in a row.

    Tide Washes the Shore
    Cost; 2m Mins; Thrown 3, Essence 1
    Type; Supplemental
    Keywords; Balanced, Water, Dual
    Duration; Instant
    Prerequisites; River Undercuts the Bank
    Like the water pulling the shore apart, the Dragonblooded breaks her foe apart with constant erosion. The Exalt counts up to (Essence) Extra successes on her attack roll twice on a Withering attack, or (Essence) Successes add to damage on a Decisive attack roll, but no more than the Opponent’s Onslaught.

    Sudden Tsunami Surge
    Cost; 4m+ Mins; Thrown 3, Essence 2
    Type; Supplemental
    Keywords; Aura, Water, Decisive-only
    Duration; Instant
    Prerequisites; Tide Washes the Shore
    Explosive force from mighty tsunamis at times can be as sudden as a blink; in one minute there is nothing, in the next second the water scours a city from its foundations. In the same way, a Dragonblooded’s assault might seem to come from nowhere, even as their attack destroys their foe. The Exalt doubles up to (Dexterity) 10s on a Decisive damage roll. She can double additional success numbers for certain actions, but no more than (Dexterity) total. This Charm may only be used once per scene, but is reset by decisively damaging an opponent then building back up to 12+ Initiative.
    • The Exalt is attacking from Concealment
    • The Exalt is attacking from Underwater
    • The Exalt expends Water Aura

    Knife Edged Thundersquall
    Cost; 6m, 2a Mins; Thrown 3, Essence 2
    Type; Simple
    Keywords; Aura, Withering-Only, Water
    Duration; Instant
    Prerequisites; River Undercuts the Bank
    Gathering liquid water in her hands and hurling her weapon coated in it, the Exalt’s weapon appears to split into dozens of razor-sharp raindrops, falling upon her foes in a hail of blades. The Exalt makes a Withering Flurry against a principle target, and all of their allies within Short Range. The Exalt rolls one Withering attack, and applies it against all foes. She gains all Initiative taken from her Primary target, but only a maximum of (Essence) from all other targets. The Dragonblooded can only use this charm once per scene, but resets it when she reaches Iconic Anima while in Water Aura.

    Shorewall Diverts the Wave
    Cost; 4m, 1wp Mins; Thrown 4, Essence 2
    Type; Reflexive
    Keywords; Aura, Decisive-Only, Water
    Duration; Instant
    Prerequisites; Tide Washes the Shore
    The Dragonblooded’s weapons do not stop when they hit the shorewall, rather, the erosion simply sweeps wide past the wall and into her next target. When the Exalt misses a Decisive attack, she may immediately activate this charm to refocus her attack into a different opponent within close range of the original foe. She must reactivate any charms to boost her attack against her new target. The Exalt does not lose Initiative for missing a Decisive attack unless she misses the second attack. This charm may only be used once per scene, but is reset by either completing a scavenge for ammo roll or getting a two-point stunt.

    Ocean Sweeps Away the Continent
    Cost; 8m, 1wp, Expend Water Aura Mins; Thrown 5, Essence 4
    Type; Supplemental
    Keywords; Aura, Decisive-Only, Water
    Duration; Instant
    Prerequisites; Shorewall Diverts the Wave
    It is said that the world was created in primal sea; that the first creation in the world was water, and from it came all life, all land, and all creations. For a single moment, at the apex of her throw, the Exalt channels this ancient primacy, this natural order, into her weapon, and claims the mantle of supremacy. This charm may only be used against a Crashed opponent, and the Supplemented attack cannot be parried. It may only be used once per Story, but is reset with a 3-point stunt where the Exalt exemplifies being a Water Aspected Dragonblooded.

    Leave a comment:


  • Flare
    replied
    Alternate Aspect Ability Trees

    One thing that was interesting to me a few weeks ago was a discussion on Aspect Abilities and how different Elemental Dragonblooded can or can't do specific abilities due to how the charm trees shook out. But Vance also mentioned that there was nothing really stopping there from being charm trees in those elements, they just didn't get written. That felt like fertile ground to me, so I wanted to test it out. I made 5 new ability trees; Fire Brawl, Air Melee, Wood Resistance, Earth Archery, and Water Thrown. I'm presenting the rough drafts now for comment before I publish them offically on the Storyteller's Vault, and I'm curious what others think about my attempts to create fighting styles that exemplify these elements in their ways of war, in a way that makes introductory charms that combine well with other introductory charms without being over-powering, and dovetails into a powerful fighting style for a person of that element. Each is less then 10 charms long, and they'll be posted in sets of two, then three.

    I'm curious what others think.

    Fire Brawl

    Hand of the Fire Claw
    Cost; 2m Mins; Brawl 2, Essence 1
    Type; Supplemental
    Keywords; Balanced, Withering-Only, Fire
    Duration; Instant
    Prerequisite Charms; None
    Her fingers twined with burning Essence, the Exalt’s hand takes on the appearance of a Dragon’s Claw as she strikes a blow at a foe. Against an opponent who hasn’t taken an action this turn, the Exalt adds 2 dice to her Withering Damage.
    In Fire Aura, the Exalt may use this charm to supplement a Decisive attack, also adding 2 dice to the damage roll.

    Grasp of Burning Coals
    Cost; 4m Mins; Brawl 3, Essence 1
    Type; Supplemental
    Keywords; Balanced, Fire
    Duration; Instant
    Prerequisite Charms; None
    Clenching her foe in a burning hold, tongues of flame assault the unlucky opponent as the Dragonblood grapples with them to the last. When the Exalt launches a Grapple Gambit, she adds 3 dice to her Initiative Roll and inflicts 1 dice of Lethal Damage that ignores Hardness to her opponent.

    Flaming Wreath of the Fire Dragon
    Cost; 2m Mins; Brawl 3, Essence 1
    Type; Reflexive
    Keywords; Fire, Uniform
    Duration; Instant
    Prerequisite Charms; None
    Coating her arms in flames, the Exalt makes attacking her a daunting prospect for those who value their extremities unburned. She adds 1 point to her Parry.
    In Fire Aura, the Exalt can pay 1 initiative to make the point of Parry Non-Charm.

    Cinderfire Snap Guard
    Cost; 2m Mins; Brawl 3, Essence 2
    Type; Reflexive
    Keywords; Fire, Uniform, Balanced
    Duration; Instant
    Prerequisite Charms; Flaming Wreath of the Fire Dragon
    The relentless offense of a fire dragon brawler knocks her foes off balance even as they swing at her; her blows causing blasts of sparks at her foes. The Exalt parries an attack that bares successes equal to her Parry. In addition, if the attack fails to beat her Defense, the Opponent takes a -1 Onslaught penalty.
    In Fire Aura, parrying a Decisive Attack inflicts a -2 Onslaught Penalty instead.

    Burning Fist of the Dragon Flame
    Cost; 3m Mins; Brawl 3, Essence 2
    Type; Supplemental
    Keywords; Fire, Decisive-Only
    Duration; Instant
    Prerequisite Charms; Hand of the Fire Claw
    Gathering the flames that light her soul into her fist, the Exalt delivers a scorching blow that seizes upon a foe’s weakness and burns their soul to ashes. This charm may be activated to supplement a Decisive attack, doubling 10s on the Damage Roll. This charm can only be used once per scene, but using it during Fire Aura does not count towards this limit.

    Flame Riding Hurdle
    Cost; 3m, 1a Mins; Brawl 3, Essence 2
    Type; Reflexive
    Keywords; Fire
    Duration; Instant
    Prerequisite Charms; Hand of the Fire Claw
    With an explosive motion flanked by flames, the brawler puts her foe on the back foot before delivering a crushing blow. This charm is activated at the start of the Round against an opponent who attacked her last round, rolling (Dexterity + Brawl) against an opponent’s Resolve. If she succeeds, she gains an amount of Initiative equal to the difference in the roll and their Resolve, to a maximum of her (Essence). This changes the Exalt’s place in the Initiative Order. This Initiative is lost at the end of the Dragonblooded’s Turn if it isn’t used. This charm may only be used once per scene against any individual opponent, but is reset against a foe by decisively attacking them.

    Blazing Dragon Pyre
    Cost; 4m, 1wp, Expend Fire Aura Mins; Brawl 4, Essence 3
    Type; Supplemental
    Keywords; Fire, Decisive-Only
    Duration; Instant
    Prerequisite Charms; Grasp of Burning Coals
    Transferring her burning fire into her Foe before ferociously slamming them, the Dragonblooded calls a pyre of flames into existence from where her foe hit the ground, burning them alive and burning the battlefield. This charm enhances a Throw or Slam, adding the Character’s (Athletics) to the amount of turns they can benefit from for damage. In addition, the opponent becomes the center of a Bonfire hazard as they are slammed or Thrown, being prone in the middle of it. They must roll to rise from prone and suffer at least one interval of damage before they can move out of the fire. This fire burns as normal after being summoned.

    Hundredfold Dragon Augur
    Cost; 3a, 1wp Mins; Brawl 5, Essence 3
    Type; Supplemental
    Keywords; Aura, Decisive-Only, Fire
    Duration; Instant
    Prerequisite Charms; Burning Fist of the Dragon Flame
    The Dragonblood’s furious blows only portend what is yet to come; a wildfire that continues to surge and consume. Though the fire seems gutted, it only waits below the surface. This charm supplements a Decisive Attack, rerolling 1s on the damage roll until they fail to appear. In addition, after resetting to Base Initiative, the Exalt rolls her (Essence), increasing her Base Initiative by the amount of Successes. This charm may only be used once per scene.


    Air Melee


    Cutting Air Laceration
    Cost; 3m Mins; Melee 2, Essence 1
    Type; Supplemental
    Keywords; Balanced, Uniform, Air
    Duration; Instant
    Prerequisites; None
    Her blade covered in an invisible swirl of air to extend its cutting edge, the Exalt’s swings can surprise a foe’s defenses and find a way through them. The Supplemented attack rerolls 1 failed dice on the attack roll for each 10 in the attack roll, to a Maximum of the Exalt’s (Essence).
    In Air Aura, the Exalt also rerolls 2 failed dice on the Damage roll.

    Blitz Dragon’s Tail
    Cost; 4m, 1a Mins; Melee 3, Essence 1
    Type; Supplemental
    Keywords; Decisive-Only, Air
    Duration; Instant
    Prerequisites; Cutting Air Laceration
    The metal of her blade conducting lightning strikes, the Dragonblooded’s blow sends keraunographic markings sprawling down her foe’s skin as their nerves convulse in pain. The supplemented Decisive Attack adds up to 3 Extra successes on the attack roll to the damage roll. When using a weapon that isn’t metal, an artifact, or coated in an Air Aspected Dragon Graced Weapon, the cost of this charm is increased by 2 motes.

    Invisible Air Guard
    Cost; 5m Mins; Melee 3, Essence 1
    Type; Reflexive
    Keywords; Uniform, Air
    Duration; Instant
    Prerequisites; None
    The Exalt’s guard is buffered by invisible gales of wind, as their foes strike is buffeted by a hurricane of air, aiding the Exalt in maintaining her guard against powerful foes. When an opponent successfully strikes the Exalt, she may activate this charm to force them to reroll up to 3 non-10 successes on their attack roll.
    In Air Aura, the Exalt may force the opponent to reroll 10s if there are no other successes.

    Black Wind Syphon
    Cost; 2m Mins; Melee 3, Essence 2
    Type; Reflexive
    Keywords; Uniform, Air
    Duration; Until Next Turn
    Prerequisites; Invisible Air Guard
    The Exalt's motions are like an oncoming storm, building power for her explosive finale. When she successfully parries an attack with her Melee Defense, she may activate this charm to take 1 point of Initiative from her opponent. If she blocks a Hazard roll using her Melee in some way, she may also gain 1 point of Initiative.
    In Air Aura, the Exalt takes 2 points of Initiative.

    Storm Wind Squall
    Cost; 6m, 1wp, Expend Air Aura Mins; Melee 4, Essence 2
    Type; Reflexive
    Keywords; Aura(Air), Decisive-Only, Perilous
    Duration; Instant
    Prerequisites; Invisible Air Guard
    Like a sudden rainstorm being dispersed by an umbrella, the Dragonblooded finds a gap in her foe’s attack sends her foe’s blade away like scattered raindrops, countering his force and power. After an opponent rolls their Decisive Damage, the Exalt may activate this charm to remove damage successes equal to the 1s her opponent rolls on the damage roll, up to (Higher of Essence or 3) Damage successes.

    Queen of the Winds Cyclone
    Cost; 6m, 1wp Mins; Melee 5, Essence 2
    Type; Reflexive
    Keywords; Aura(Air), Withering-Only
    Prerequisites; Blitz Dragon’s Tail
    Swirling like a cyclone bringing the trade winds, the Exalt moves in an instant from one foe to the next, carrying her momentum into her next punishing blow. After missing an attack, the Exalt may activate this charm to carry her blow forward, turning her attack to a new opponent within range. She must pay for all non-excellency charms a second time. She may only use this charm once per scene.
    By expending her Air Aura, the Exalt may forgo paying for reactivating charms she already activated on the first attack.

    Kamitachi Prana
    Cost; 5m, 2a Mins; Melee 5, Essence 3
    Type; Simple
    Keywords; Aura(Air), Perilous
    Duration; One Scene
    Prerequisites; Queen of the Winds Cyclone
    Gathering her blistering winds inside herself, the Exalt buoys her own soul with her tempest winds, which shear each other to a razor-sharp edge inside her spirit. The Exalt must spend a round focusing on her swirling Anima to internalize it. After activating it, she gains 1 Initiative on her turn per round, increased by 1 per round, up to her (Essence) in Initiative per round. If she is successfully struck, the charm ends, but the Exalt will otherwise gain Initiative constantly.

    Orthographic Lift Saber
    Cost; 8m, 1wp, Expend Air Aura Mins; Melee 5, Essence 3
    Type; Simple
    Keywords; Aura (Air), Decisive-Only
    Duration; Instant
    Prerequisites; Queen of the Winds Cyclone
    Like wind before the mountain, the Dragonblooded’s sword rises and lifts, carrying the Exalt into the sky, before she crashes down like a thunderbolt. This charm creates a Withering Attack against an opponent, which grants double the successes in Initiative but only causes the successes in damage. If she hits, the Exalt is lifted one range band up into the air, floating above her target. The Exalt then slams down with a Decisive attack, rolling 1 attack and splitting her Initiative evenly between every opponent in Close Range of where her opponent is. The Exalt resets to base Initiative even if she misses, and this charm can only be used once per scene.

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  • Flare
    replied
    Originally posted by Lioness View Post
    What was the thought process in costing this? The risk of some damage on an attack that doesn't normally deal damage is useful but that's quite a lot to pay up front when the odds aren't in your favour.
    There's a lot of little reasons that have made it add up to this. It may not be perfectly costed and may need to have something removed from the cost, but together I felt the effect was too powerful.

    3i is roughly equal to one success on a damage roll. However, the difference between this and a decisive attack is two-fold; the manipulation of Initiative and the accuracy bonus of an attack. As a Medium weapon, This is effectively giving you +4 dice on your attack roll versus trying to decisive them, and leaving you far less open to return attacks, while generating a constant threat. If the attack isn't costed by the anima, you're benefiting to using this every turn, and the benefit of the expanded damage can wax and wane; dealing the first health level of damage isn't very important, but moving from the opponent's -0s to -1s, or -1s to -2s, is very important. This sort of over time poking damage seems miniscule to begin with, but can quickly add up if the fight starts to drag on. This also is where the crashed restriction comes into play, in that it almost is a bigger benefit then loss. If you're using this during an opponent's Crash, you aren't resetting your Initiative with decisive damage, which means you're preventing your opponent from getting the all important Initiative Shift that can often massively turn the tide of battle, and instead might actually be increasing your own Initiative, so that when they naturally recover they're only at 3 Initiative or otherwise restricted, keeping your advantage. If the charm didn't have that restriction, you could constantly use it, and I think Medium weapons are at the exact correct point of there being a decent chance of recouping costs each round that you use it.

    The best comparison would be Edge of Morning Sunlight, which is already 1 Essence higher then this charm, but also can only be used on Creatures of Darkness. It allows way more damage, but I think honestly that Edge of Morning Sunlight might do a bit too much damage for the cost, but it requires a damage success, while the Hammer Strike doesn't. The upgrade effect for Edge of Morning Sunlight lets you use it on non Creatures of Darkness, but then you're looking at an additional added mote or willpower cost. This effect is faster, but also doesn't scale as insanely as Edge of Morning Sunlight.

    The third benefit is probably the most obvious; the manipulation of Anima levels is incredibly powerful for Dragonblooded. The ability to repeatedly enter and leave Bonfire Anima can at times function as resets on other charms, allow you to more easily manipulate your Elemental Aura, and similar. For instance, consider this sequence of events;

    In Bonfire, attack with Boiling Hammer Strike and Demon-Crushing Wolf Bite, enhancing your Overwhelming and entering Wood Aura no matter your aura at the end of your turn. Then, when being attacked, activate Root and Hand Merging, which increases your parry by +1 as a non-charm bonus. You're now buffeting the opponent with the damage of Anima Flux, have two more turns of hitting them with Boiling Hammer Strike, and are benefitting from +1 non-charm parry at all times, while not having to expend additional motes. When they recover, if they failed to hit you, they're only at 3 Initiative, and you can use an even more powerful Demon-Crushing Wolf Bite to recrash them.

    I fear that this sequence of events becomes more oppressive if the opponent isn't required to be crashed, as you are free to avoid entering a new Aura state while keeping your motes and regenerating. It may be fine to remove the crashed requirement, or drop the Initiative cost to 2 initiative, but I'm not sure.

    Leave a comment:


  • Lioness
    replied
    Originally posted by Flare View Post
    Boiling Hammer Strike
    Cost; 3i, 1a Mins; Essence 1
    Type; Supplemental
    Keywords; Withering-Only
    Duration; Instant
    Prerequisites; None
    The Fire of the Soul erupts with friction as it slams down, leaving a searing mark on a foe. This charm may only be used on a crashed opponent; if the attack hits, the opponent takes 1 dice of lethal damage.
    What was the thought process in costing this? The risk of some damage on an attack that doesn't normally deal damage is useful but that's quite a lot to pay up front when the odds aren't in your favour.

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  • Flare
    replied
    Artifacts that Make Artifacts

    So far as I can tell in 3E right now, there aren't really any Artifacts that assist in Crafting. This is most likely just due to the fact that Evocations and artifacts are primarily related to combat; obviously, that's what the idea with Evocations are. But I think that there is a reasonable place for artifacts that serve the dual role of being both something that you can use for combat and something that you can use to further your crafting abilities. Because both of these abilities can take a large amount of investment, it doesn't seem that farfetched or undesirable to make weapons that can function in both these contexts; something that helps you fight but also helps you create. I know at least I, personally, have often considered the idea of a more proactive crafter, particularly for weapons, who gets inspiration by using and fighting against other weapons to refine their ideas.

    I made three different ideas for crafter's weapons; 1 is an NPC in my Dragonblooded game, one for a PC in a Lunars game that will start eventually, and one I just made because I think three different styles is a good idea and I wanted to put together some armor. I tried to explore different effects in these things, but also keep some of the focus the same; all three of them have a way to gain craft points in combat, and a way to boost the craft rolls, but I tried to vary them up a bit in how they accomplish these goals. One thing I do notice about my own writing involving them is that some of the fluff in the description of the Evocations is pretty meh; I think that the problem with writing three artifacts that are all based around the same idea is that I get kind of drained thinking of good fluff and descriptions, though not the mechanics. I'm curious what others think of them.


    The Fire of the Soul
    Artifact 3 Red Jade Goremaul

    Molten magma ripped from the core of Creation formed into an obsidian hammerhead, with a red jade handle, the Fire of the Soul attempts to mimic, find, and harness the indelible spark of human creativity, to burn with the wisdom of the human mind, and to use the fire and heat of human limbs to create miracles.

    The magma came from Pyrant Pyros, an ancient volcano that is part of the ring around the Pole of Fire itself. It was not quarried, but grasped by hands as hot as a bonfire and brought out boiling hot. On the shores of that same mountain was the hammer forged, with a hundred hammers of steel- when one would melt from the heat, the next would be pulled forward to continue to hammer and form the molten lava before it cooled-, used to bring the semi-solid liquid into a hefty square form. From there, the handle was inserted into it; red jade quarried from the deep Southern deserts, wrapped in the scales of a Lesser Dragon of Fire, the centerpiece stabilized the head as it cooled and hardened into a massive chunk of volcanic rock, but with an ever-burning core. A Hearthstone socket is placed in the head of the hammer, and a second above the grip.

    The Fire of the Soul has made its life in forging other wonders. The Six Devil Winds went under the hammer to finish their smithing, and the spear Moonsong, corrupted by a demonic prince's horrific touch, was purified in the hammer's fiery blows.

    Attunement Effect; Attuning to the Fire of the Soul makes the Exalts specialties count as +2 dice for Melee and Craft rolls. This counts as a charm dice.

    Accuracy; +1
    Damage; +14
    Defense; +0
    Overwhelming; 5
    Attunement; 5
    Hearthstone Slots; 2

    Lesson Learned in Blood
    Cost; 3m Mins; Essence 1
    Type; Supplemental
    Keywords; Dual
    Duration; Instant
    Prerequisites; None
    To swing a hammer to break a face is not that different from swinging a hammer to forge a sword; you must measure your strength, plot your angle, and follow through. This charm enhances a Melee attack; the Exalt gains 1 Silver point per 10 in the damage roll for a Withering attack, and 1 Gold point per 10 in the damage roll for a Decisive attack. This charm may only be used once per scene, but is reset by getting to Initiative 12+

    Boiling Hammer Strike
    Cost; 3i, 1a Mins; Essence 1
    Type; Supplemental
    Keywords; Withering-Only
    Duration; Instant
    Prerequisites; None
    The Fire of the Soul erupts with friction as it slams down, leaving a searing mark on a foe. This charm may only be used on a crashed opponent; if the attack hits, the opponent takes 1 dice of lethal damage.

    Even Hand, Hardened Wonders
    Cost; None Mins; Essence 1
    Type; Permanent
    Keywords; None
    Duration; Permanent
    Prerequisites; Boiling Hammer Strike
    The experience of wielding the Fire of the Soul, through combat and crafting, through making and destroying, further expands their knowledge of both arts. The Exalt may add The Fire of the Soul’s Accuracy as non-charm dice to her crafting rolls, and treats her specialties in using the hammer as cross-ability; a Craft Specialty is also a Melee Speciality, and vice-versa.

    Throwing Refuse into the Flames
    Cost; None Mins; Essence 1
    Type; Permanent
    Keywords; None
    Duration; Permanent
    Prerequisites; Boiling Hammer Strike
    By emptying her mind and focusing entirely on herself as the object to be forged, the Exalt becomes able to open herself to new ideas, new desires, and new projects. She Permanently gains a new Major project slot so long as she’s attuned to The Fire of the Soul.

    Patience Earned by Burning Pain
    Cost; 3m Mins; Essence 2
    Type; Reflexive
    Keywords; Uniform
    Duration; Instant
    Prerequisites; Lesson Learned in Blood
    The Exalt finds wisdom in an opponent’s offensive, finding in their foe’s connection to their weapon a stroke of genius. The Exalt adds +1 to her Parry, +2 if the opponent is using a weapon’s Evocation. If she takes Damage from the attack, she may increase the Terminus of one of her current projects by 1. This can only apply to a project once.

    Strength Earned Through Wisdom
    Cost; 3gxp Mins; Essence 2
    Type; Supplemental
    Keywords; Decisive-Only
    Duration; Instant
    Prerequisites; Boiling Hammer Strike
    The inspiration of how to make fantastical wonders can, at times, be turned towards endeavors less focused on making versus destroying. This charm supplements a Decisive attack, giving her a Minimum Damage of her (Overwhelming); if the attack hits, no amount of charms or other magic can reduce the damage dice below the Exalt’s (Overwhelming). This charm may only be used once per opponent per scene.

    Wisdom Learned in Sparks
    Cost; 8m, 1wp Mins; Essence 3
    Type; Supplemental
    Keywords; Resonant
    Duration; Instant
    Prerequisites; Strike the Dragon Anvil
    The Fire of the Soul is always alight with genius, but at times it spreads like wildfire, burning and consuming all, leaving only perfection in its wake. The Exalt rerolls 1s (Essence) times on a craft roll.
    Resonant; A Resonant Exalt may grant this bonus to an ally that is making a Craft roll if they have at least matching Minor intimacies to each other.

    Secret Ember Study
    Cost; 10m, 1wxp Mins; Essence 4
    Type; Reflexive
    Keywords; Dissonant
    Duration; Instant
    Prerequisites; Wisdom Learned in Sparks
    Even if her progress is not significant, the Exalt purifies her soul and plans in the heat of sparks and flames, and then delivers a ringing blow with the heat and pressure of the flaming core of Creation, further finalizing her project in an instant. The Exalt may reflexively activate this charm after making a craft roll. If the amount of 1-5s are higher than the 6-10s, the Exalt rerolls all failures twice. If the amount of 6-10s are higher than 1-5s, double the successes rolled.
    Dissonant; A Dissonant Exalt can only activate this charm on her last roll of a project, as her need to finish the project now or lose it forever is crystallized into a cataclysmic blow.

    Syndari’s Arsenal
    Artifact 4 Moonsilver Goremaul + Grand Goremaul

    When the Usurpers rebelled against the order of the world and put their masters to the sword, they also burned out Lunar workshops and Hallows. Territories of lush wood were put to burn, while magnificent cities were given back to nature, to make the Lunars as unwelcome in places that had once been there home as they were in Creation as a whole.

    But one Lunar would not lose their territory so easily. Syndari, the Aiel of Blades, would not lose her workshop to Dragonblooded plants or fire or ice. Rather, she hid all of her workshop within a traveler's bag, and when the Dragonblooded came, she had already absconded with it.

    But a full workshop did not much suit Lunar’s new lands, where setting up a home or forge could be nigh impossible. So Syndari decided to turn her forge more mobile, and brought her hammer down upon her forge, filling it with her desire to keep making wonders, but also her hatred for the Usurpers that drove her to shatter her most precious creation and remake it.

    When she finished, she had forged two grand Moonsilver hammers; a smaller one fit to be held and swung to forge weapons, and a larger one appropriate for an Anvil. Though no longer a permanent fixture, Syndari’s Arsenal was more than sufficient to create and maintain the wonders that the Lunar Host still had.

    The hammers are intrinsically linked; part of the same weapon, attuning to one attunes to both. The smaller hammer is more decorated, with a cloth handle made from the leather skins that had been drying in the workshop, a hefty head made from dozens of lesser hammers merged into a single smooth head, and a tassel made from Syndari's to-do list, silken and flowing in design. At the end of the hammer's handle is a set of sewing needles perfect for making dresses, and the handle can be removed from the head to reveal a jeweler's delicate tools. The larger hammer can be held in the other hand, but is much heavier. It is wrapped in the leather of the bellows that pumped the forge, and the head is the foundry itself, wrapped and sealed tightly around the still burning embers that were cooking when Syndari gathered her workshop. When working artifacts on it, it provides its own heat to heat metal red hot for proper forging. This hammer can be broken apart to reveal pieces appropriate for cooking, poison making, bookmaking and construction. There is a hearthstone slot on each of the weapon’s handles.

    The weapons count as paired for the benefits of Clashes, and the Grand Goremaul can be wielded one handed so long as the Goremaul is being used in the other hand.

    Attunement effect; Flexible and adaptable, the Exalt may redistribute their Craft Dots to new crafts when using Syndari’s Arsenal once per story, or per session for longer stories. A dressmaker might suddenly produce an exquisite sword, or a chef may suddenly have the skill to build a sturdy cabin. Additionally, when the weapons are being used together, they count as paired for the benefits of clashes, and the Grand Goremaul can be used 1 handed.

    (Goremaul)
    Accuracy; +3
    Damage; +12
    Defense; +1
    Overwhelming; 4
    Attunement; 5
    Hearthstone Slots; 1
    Tags; Bashing, Melee, Smashing

    (Grand Goremaul)
    Accuracy; +1
    Damage; +14
    Defense; +0
    Overwhelming; 5
    Attunement; 5
    Hearthstone Slots; 1
    Tags; Bashing, Melee, Reaching, Smashing, Two-Handed

    Array of Grand Wonders
    Cost; - Mins; Essence 1
    Type; Permanent
    Keywords; Resonant
    Duration; Permanent
    Prerequisites; None
    The Lunar’s mind is expanded by the flexibility of the Arsenal, and by her own expanding knowledge of creation and Creation. The Exalt gains a single Major Project Slot.
    Resonant; a Resonant Exalt gains an additional Major Project Slot for each level of Essence she has over 1, to a maximum of 5 added slots.

    Bone Mulching Overblow
    Cost; 3m Mins; Essence 1
    Type; Supplemental
    Keywords; Uniform
    Duration; Instant
    Prerequisites; None
    Crushing an opponent under the weight of Lunar rage and spite, Syndari’s Arsenal breaks a foe like it would forge a weapon. When the Exalt successfully hits an opponent with a Smashing attack, she rerolls (Higher of Essence or 3) failed dice on her damage roll.

    Essence-Flow Formulation
    Cost; 2m Mins; Essence 1
    Type; Supplemental
    Keywords; Resonant
    Duration; Instant
    Prerequisites; None
    Attuned to her own inner brilliance, the Exalt turns her inner flame into the fuel of her forge. She adds (Higher of Essence or 2) non-charm dice to a Craft roll.
    Resonant; a Resonant Exalt makes this charm Permanent at Essence 3

    Earth Entombing Crush
    Cost; 3m Mins; Essence 1
    Type; Supplemental
    Keywords; Uniform
    Duration; Instant
    Prerequisites; Bone Munching Overblow
    Hammering a foe already on the ground, the Exalt smashes them so deep into the ground they might never escape. This charm enhances a Smashing attack against a Prone foe, increasing the Exalt's Overwhelming by 1 point. On a successful damaging hit, the opponent is buried even deeper into the ground, requiring a difficulty 4 roll to stand instead of 2, and increasing the penalties for being prone by 1 point.

    Majesty Making Design
    Cost; 1wp, +1wxp Mins; Essence 2
    Type; Supplemental
    Keywords; None
    Duration; Instant
    Prerequisites; Essence-Flow Formulation And one of; Wonder-Weaving Art, Strike The Dragon-Anvil, Supreme Masterwork Focus, or Similar Charm
    An Anvil as hot as fire, as cold as ice, and with the might of the earth striking it, helps the Exalt forge ever greater wonders, surpassing her own inner skill with the support of the Arsenal of weapons. When supplementing a Craft roll with one of the prerequisite charms, the Exalt may activate this charm to triple the 10s she rolls, making them count as 3 successes instead of 2. Each time the prerequisite charm is repurchased, the Exalt may expend an additional 1wp and 1 white point to triple the next number in the sequence (9s, then 8s, then 7s) when she rolls, but this is not required.

    Weapon Breaking Blow
    Cost; 5m, 1wp Mins; Essence 2
    Type; Simple
    Keywords; Decisive-only
    Duration; Instant
    Prerequisites; Earth Entombing Crush
    Catching a weapon between her hammers with an echoing crash, the Exalt breaks the bond between master and weapon. This charm creates a special difficulty 4 Gambit, which doubles 10s on the Initiative roll. Success both disarms the weapon and, in the case of an artifact, deattunes it. At Essence 4, the charm can be repurchased; if the Exalt gets a number of successes equal to (2 + the Artifact rating of the weapon, 10 for N/A), she may permanently damage the artifact, requiring a Repair project to fix it. With the repurchase, mortal weapons are shattered completely when disarmed.

    Double Hammer Hewing
    Cost; 4m, 1wp Mins; Essence 2
    Type; Simple
    Keywords; Uniform
    Duration; Instant
    Prerequisites; Bone Mulching Overblow
    Swinging her hammers in time to the rhythm of her soul, the Exalt sends a heavy blow that crack a foe’s defenses before following with another to splatter their organs and splinter their bones. This charm creates a flurry of two attacks; The First is a Withering attack, the second is a Decisive attack. The Exalt adds the extra successes of the first attack roll to the raw damage of the second, in addition to the gained Initiative.

    Genius Forged in Fire and Fury
    Cost; - Mins; Essence 3
    Type; Permanent
    Keywords; Resonant
    Duration; Permanent
    Prerequisites; Double Hammer Hewing, Weapon Breaking Blow
    The fury of combat awakens the sparks of genius sleeping within one’s soul. In the heat of battle, they become alive and find brilliance and new designs. When the Exalt successfully crashes a foe using Syndari’s Arsenal, successfully uses Weapon Breaking Blow to disarm an opponent, or deals 3 levels of damage to an opponent, she gains (Essence) Silver points and 2 Gold Points.
    Resonant; a Resonant Exalt may repurchase this charm at Essence 4 to enhance the second purchase of Weapon Breaking Blow; if she successfully damages an artifact with it, she instead gains the Craft Points as if she completed a Major Project.

    Fury Quenched and Tempered
    Cost; 3m Mins; Essence 4
    Type; Reflexive
    Keywords; None
    Duration; Instant
    Prerequisites; Genius Forged in Fire and Fury (2x)
    The Exalt’s magnificent wonders contain a shard of her fury, the anger of her soul and her desire to remake wonders ever lost, or, if not to remake them, to at least revenge them. Whenever the Exalt completes a Superior project before the final roll of the Terminus, she loses 1 point of Limit. If she completes a Legendary Project, she instead loses 2 points of Limit.

    Burning Beast of the Forge
    Cost; - Mins; Essence 5
    Type; Permanent
    Keywords; None
    Duration; Permanent
    Prerequisites; Fury Quenched and Tempered, Deadly Beastman Transformation
    Working at her forge for her life’s work, channeling her rage and her wrath into her blows, the Exalt’s warform slowly takes hold. An icon at the forge, her rage released into the world and filling each hammer blow, her strikes release shockwaves of force and her hammer blows are so rapid as to fill the air with the sound of hail. She does not stop, because her rage keeps her pressing forward, until she has reclaimed all that has been lost. The Lunar Exalt permanently increases the Terminus of any artifact she attempts to create by 1. If the object is a weapon of war, armor, or otherwise intended to be used aggressively, she increases the Terminus by 2 instead.


    The Bastion of Progress
    Artifact 4, Medium Starmetal reinforced breastplate

    An unbreakable aegis that seems to shine from within, the Bastion of Progress is made from the future wonders that its wearer will create, protecting the Exalt with the force of the wonders they still have to bring into the world. It takes the shape of a heavy breastplate that does not restrict the movement of arms, with a long apron attached to the bottom appropriate for a blacksmith, made from leather taken from an ancient beast whose three mouths spoke of secrets of the past, present, and future.

    The Bastion has protected great creators and helped them finish fantastic masterpieces, then passed down to their students to create their own wonders. With the Bastion's help, Shi of the Seven Rivers took a tusk of the Mammoth Avatar to create the Pillar That Upholds Heaven, before passing the Bastion to her student Wildfire of Palms, who dove deep within the acidic waters of a demon prince to retrieve the bones of a great beast to forge the mighty spear Acidmaw. The name of Wildfire's student is lost, but not their deed, as they forged the plate suit Aegis of Eternities even as they were struck down by a terrible Fae.

    Attunement Effect; The Exalt ignores wound penalties or environmental penalties when making Craft rolls.

    Category: Medium
    Soak; +8
    Hardness; 7
    Mobility Penalty; -1
    Attunement; 5
    Tags; None

    Unshakable Prismatic Guard
    Cost;3m Mins; Essence 1
    Type; Reflexive
    Keywords; Uniform
    Duration; Instant
    Prerequisites; None
    Guarded by the fact she will make great wonders in the future, the Exalt finds deadly blows sliding off her armor harmlessly. This charm is activated after an attack is rolled, and forces the opponent rerolls all 7s on their damage roll once. This cannot cause the damage successes to increase.

    Enduring Forging Process
    Cost; 3m Mins; Essence 1
    Type; Reflexive
    Keywords; None
    Duration; Instant
    Prerequisites; Unshakable Prismatic Guard
    Clothed in assurity, the Exalt can focus entirely on creating her miracles, knowing they shall succeed. While the Exalt wears The Bastion of Progress, she may add her (Resistance) to the dice cap of her Excellency, and every 3 dice she buys on a Crafting roll grants her 1 non-charm dice.

    Wisdom Learned in Pain
    Cost; 5m Mins; Essence 1
    Type; Reflexive
    Keywords; Dual
    Duration; Instant
    Prerequisites; Unshakeable Prismatic Guard
    Even blows that draw blood only further the Exalt's rigorous study, making her aware of how to refine her own miracles through being forged by her foe's blows. For every 1 on the opponent’s attack roll, the Exalt gains 1 silver point for Withering, and 1 gold point for Decisive. This charm takes precedence over those that reroll ones. This charm may only be used once per scene, unless reset by defeating the opponent it was used on.

    Knowledge is Protection
    Cost; 2m, 2i Mins; Essence 1
    Type; Reflexive
    Keywords; Dual, Resonant
    Duration; Instant
    Prerequisites; Wisdom Learned in Pain
    Her knowledge in making swords and spears protects the Exalt from suffering the worst of attacks directed at her, posistioning herself to deflect the hefty swing of an axe or getting the thickest piece of her armor between her and an aggressive fist. The Exalt increases her Soak against a Withering Attack or Hardness against a Decisive attack by (her Highest Craft). If the Exalt has an appropriate Craft Specialty for the object attacking her, she may add her specialty to the number as well.
    Resonant; A Resonant Exalt gains the hardness even in Crash.

    Destined Survival
    Cost; 4m, 1wp, + Mins; Essence 2
    Type; Reflexive
    Keywords; Decisive-only
    Duration; Instant
    Prerequisites; Wisdom Learned in Pain
    Pulling upon wonders she has not yet made, the Exalt forestalls an unexpected doom. The Exalt may buy damage levels off using Craft EXP; 1/2 of a level for Silver, 1 level for Gold, and 2 for White. She may only buy up to (Essence) successes off an attack total, and may only use this charm once per wound penalty level in a scene.

    Curiosity Saves the Creator
    Cost; 6m Mins; Essence 2
    Type; Reflexive
    Keywords; Uniform
    Duration; One Day or One Roll of a Project
    Prerequisites; Unshakable Prismatic Guard
    When the Exalt needs mystical regents or to finish her wonderworking that relate to horrific environments, the Bastion protects her from such terrible things. In the same way that Wildfire of Palms braved the depths of an acid ocean, the Exalt may capture the plague without fear of being sick, heat a sword upon the pole of fire, and quench her armor in a blood ocean without fear. So long as the Exalt is traveling specifically for the purposes of gathering mystical regents or forging them, she is immune to environmental effects or diseases. If she travels through a sandstorm to obtain the eye of an Earth Dragon, she will not be broken by the swirling sands, and if she must find the spine of a plague wracked demon in a pile of bodies she will not become sick, as long as she is retrieving these regents for a crafting roll. She may also activate this charm while making the craft roll to protect her from the effects of her environment, and a good stunt allows her to use these strange environments as a workshop.

    Protection of Secrets Future
    Cost; 3i Mins; Essence 2
    Type; Reflexive
    Keywords; Uniform, Resonant
    Duration; One Scene
    Prerequisites; Destined Survival
    Learning from past mistakes, the Bastion of Progress strengthens itself to further assaults. When the Exalted is attacked, she may internalize one non-excellency charm used by the opponent, mastering how to empower her defences against the assault. If the opponent uses the charm to enhance more attacks against them, the Exalt gains 3 motes that may only be spent on Defensive charms when the opponent does. Only one Charm can be learned at a time.
    Resonant; a Resonant Exalt may repurchase this charm to grant it the Stackable keyword, letting her learn 2 charms at once.

    Perfection of the Visionary Creator
    Cost; 1wp Mins; Essence 3
    Type; Reflexive
    Keywords; None
    Duration; Instant
    Prerequisites; Destined Survival
    Empowering herself on the visions of what miracles she is working, The Exalt can see what will be made from her devotion to her crafts, and those visions empower the success she sees in them. The Exalt may activate this charm to gain a number of motes equal to (The Soak of her armor + her permanent Willpower). These motes can only be used only for Craft charms. When the Exalt uses this charm, the Exalt loses the Armor’s soak until either the story or the craft is finished, whichever is first.

    Growth of the Hammer and Anvil
    Cost; 5gxp, 1wp Mins; Essence 3
    Type; Reflexive
    Keywords; None
    Duration; Instant
    Prerequisites; Perfection of the Visionary Creator
    As the Exalt completes her wonders, she is filled with a sense of purpose. But more than that, so too is the Bastion of Progress given new life; in completing a wonder inscribed in it’s future, the Bastion grows and strengthens itself with the crafts it helps to create. When the Exalt successfully completes an artifact or other superior project, the Exalt may reflexively unlock an Evocation for Bastion of Progress or other artifact she is attuned to no cost, expanding her knowledge of her tools through the forging of new ones. These Evocations may draw somewhat from the theme of the object she made, but should still mostly fit within the thematics of the actual weapon, such as a spear that controls flames learning the ability to feed on shadows for fuel for it’s flames from a shadow-eating belt.

    Reflections on Pain
    Cost; - Mins; Essence 4
    Type; Reflexive
    Keywords; Decisive-Only, Resonant
    Duration; Instant
    Prerequisites; Growth of the Hammer and Anvil
    Even as blood fills her lungs and her body is broken, the Exalt’s future is still the same. To create the wonders that the Bastion of Progress reflects in it’s prismatic depths. Something as pedestrian as a crippling injury or even death itself is not enough to stop this future, for it has already come to pass. When the Exalt takes damage in her -2 or lower health levels, she may immediately make a craft roll on an Artifact currently under construction, adding the levels of damage taken as non-charm successes and waiving the Crafting EXP cost and the time commitment. This can represent anything from the Exalt having finished the weapon before setting out, to coming up with new insights from the damaging blow that she can put into effect as soon as she returns to her workshop. However, this charm may only be used once per Artifact and Once per Story.
    Resonant; a Resonant Exalt who takes damage into her -4 or Incapacitated Health Level to trigger this charm also waives the cost of all Craft Charms used to make the roll, as her genius will not be denied by something as simple as severing the strands of her life.

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  • Flare
    replied
    Dinah is an archeologist and historian by trade, despite being a rather burly individual, she has a gentle touch and isn't prone to violence. She found the Full Moon Fang during an archeological dig and decided to use it as a weapon, but her nature is never one of a fighter, so while the Full Moon Fang has taken a form appropriate to the woman's immense size and strength, her temperament is not always in tune with the weapon or the desire to use it, so she has issues maintaining and communing with it to discover it's deeper powers, but does not wish to seek to reforge it at this time either. If her resolve as a combatant was hardened, then she would be much more effective with it.


    Full Moon Fang Artifact 3 White Jade and Moonsilver Grand Grimcleaver.

    Heavy Weapon; Accuracy +1, Damage +14, Defense +0, Overwhelming 5, Attunement: 5. Tags: Lethal, Melee, Chopping, Reaching, Two-Handed

    The Full Moon Fang is technically the name of the axeblade.

    Made by a Lunar dilettante named Shifting Seven Shadows in the ancient age, in the same way that they refused to be bound by such traits as height, weight, or even gender or sexuality, they had no desire to bind themselves to a single weapon or style of combat, and they wished a weapon as flexible and adaptable as they themselves were. So, they went to their thousand lovers, and took a broken promise from each of them, and wound them into a hammer, to forge Moonsilver for an entire month, but only while the shifting moon shone upon it. The metal turned liquid, solid, and gas as they hammered it, flowing across the anvil, rebuking the hammer, or dissipating around the forging strikes. But despite this, it was worked, and in the end, a perfect blade was formed, in the image of an empty moon, every angle and every side a blade. Shifting Seven Shadows used the Full Moon Fang in a variety of configurations, from greatsword to chakram to sawblade. But for all their focus on any number of studies, they never found one that truly took their focus, and this eventually led to their defeat. But Full Moon Fang persevered. It was used by the Solar Aidu Enno, the Dragonblooded Storm Princess, and even the Liminal exalt Shifting Sand.

    The blade itself is a circular halo of Moonsilver that seems to always ripple like liquid metal, shimmering in sunlight and moonlight. With a handle it could be a Chakram instead, with the correct reshaping a greatsword, or a spear blade, or even a bladed shield. In its natural form it completes a bladed circle that can expand or contract in size. Its malleable nature helps it to enhance and expand the powers of whatever it’s expected to be, allowing it to fit into any role. In these situations, the Fang often gives up some of its magnificent flexibility, but in doing so becomes more powerful in what it can do.

    For now, the Full Moon Fang is anchored to a massive White Jade pillar, with a wrapping of purple cloth spiraling around it. In this form, it takes the place of a massive axe fit for an executioner, it’s curling blade leaving a gap appropriate to fit a foe’s neck into. Relying on the massive weight of the pillar and Full Moon Fang’s own increasing weight, the user of the current iteration of the Full Moon Fang can scatter armies and shatter bones.

    Reshaping the Full Moon Fang
    Any Exalt can remake Full Moon Fang into a different weapon with the equivalent of a Repair Project- though its interval is only 6 weeks-. However, as one becomes more adapt in working with the Fang, and as one is more knowledgeable about how they intend to use the weapon, this becomes faster, as follows;
    Each Prior Time that the character has reshaped Full Moon Fang; -1 week from the Interval for crafting
    Each Combat Ability rated over 3 dots; -1 week from the Interval for crafting

    In addition, each Evocation of Full Moon Fang unlocked at the time of reforging reduces the Gold Point Cost of making a roll by 1.

    When the Full Moon Fang is reforged, any Evocations that would not fit its new shape are returned as EXP that can only be used to purchase new Evocations.

    Lunar Exalted are always Resonant to Full Moon Fang, but any Exalt may be Resonant to it by incorporating a Magical Material they are Resonant with into the weapon.

    Axe Might Rebuke
    Cost; 4m Mins; Essence 1
    Type; Supplemental
    Keywords; Withering-Only
    Duration; Instant
    Prerequisites; None
    The weight of the Jade Pillar and the cutting edge of Full Moon Fang turn a crack in defenses into a gaping wound. Add the Exalt's extra successes to her Overwhelming, to a maximum of (Essence or 2, whichever is higher)

    Earthen Soul Crater Creator
    Cost; 3i Mins; Essence 1
    Type; Supplemental
    Keywords; Dual
    Duration; Instant
    Prerequisites; Axe Might Rebuke
    The Exalt's massive axe blade crushes her foe's center of gravity, almost embedding them in the earth under the weight of the slamming axe. This charm supplements either a Withering or Decisive attack, adding additional points of Onslaught equal to the Exalt's successes on the damage roll. The Exalt cannot add more than (Strength) Onslaught. For a Decisive attack, the successes also penalize their next attack, removing the same amount of dice.

    Earth Dragon Dismisses the Petitioners
    Cost; 3m Mins; Essence 1
    Type; Reflexive
    Keywords; Aura (Earth)
    Duration; Instant
    Prerequisites; None
    Like the mighty Pasip shutting the doors of his chambers, the Exalt sends her foes packing. When she is attacked, she may activate this charm to change her Parry for an Instant, allowing her to replace her Dexterity with her Strength in the calculation. If the Opponent fails to best her Strength Parry, she does not take Onslaught.
    Aura; If the Exalt is in Earth Aura, she gains Initiative on a successful block equal to the difference between her Parry and her Foe's attack.

    Auroch Sweeps Her Horns
    Cost; 6m, 1a, 2+i Mins; Essence 2
    Type; Supplemental
    Keywords; Uniform
    Duration; Instant
    Prerequisites; Axe Might Rebuke
    The reach of the handle and the Fang's gleaming edge disperse multiple challengers in a single, sweeping blow, sending them flying. The attack supplemented by this Charm may target up to (Strength) opponents, paying 2 Initiative per additional target. Roll the attack once and apply it to all opponents.

    Rhino Displacing the Gazelles
    Cost; 4m, 1wp Mins; Essence 2
    Type; Supplemental
    Keywords; Decisive-only, Resonant
    Duration; Instant
    Prerequisites; Axe Might Rebuke
    With a swing of the Full Moon Fang, those not strong enough to stand in the Exalt's presence are scattered like dust. This charm enhances a Decisive Smashing attack, replacing the cost of the action with this charm. If the opponent takes any decisive damage, the force of being struck makes the fall or flying especially painful; the opponent rolls additional damage dice equal to (Higher of the Exalt's Strength or Stamina), which ignores hardness. This charm may only be used once per scene, unless reset by building Initiative to 12+.
    Resonant; A resonant Exalt who scores at least 5 decisive damage instead makes the opponent take (Strength + Stamina) bonus dice of damage.

    Head Taking Grasp
    Cost; 8m, 1wp Mins; Essence 2
    Type; Simple
    Keywords; Decisive-Only
    Duration; Instant
    Prerequisites; Rhino Displacing the Gazelles
    Hooking the open moon of Full Moon Fang around a foe's neck or other appendage, the Exalt pulls tight at the same instant the blade suddenly retracts, a perfect combo to instantly remove a limb. This charm creates a special Grapple Gambit, which may be rolled with Melee instead of Brawl. If successful, the Exalt must then immediately Decisively Slam the opponent, removing the cap on additional damage from sacrificing rounds of control and making it do Lethal damage. If the Opponent takes a crippling injury to survive, the wound is always amputated completely.

    Other Moon Ascertainment
    Cost; 10m, 4i, 2wp Mins; Essence 3
    Type; Simple
    Keywords; None
    Duration; Instant
    Prerequisites; At least 5 Full Moon Fang charms.
    The Exalt, at the edge of her limits and in need of protean protection, draws upon the possibility of what Full Moon Fang could be, and makes it so. This charm takes the form of a Special Gambit, rolling (Wits + Melee) against Difficulty 6, adding the amount of Evocations unlocked with Full Moon Fang as extra dice. If she succeeds, the Exalt then makes an Initiative roll, rerolling a 1 for each success over the difficulty. If she exceeds (12-Essence) Initiative, the Full Moon Fang shatters its bonds, once more becoming a wheel of possibility, then takes a new form. It may need a hilt suddenly pulled from a nearby tree, or a bowstring from the sitar of a Solar musician, or a handle grasped from the bone of a dead beast, but such things will be available for the Exalt to use. In activating this charm, the Exalt immediately reshapes Full Moon Fang into a new weapon, refunding all Experience points spent on Evocations that do not fit its new form. She may then dynamically create new ones, or apply some she had already considered for this new form, paying Experience points as normal for them as she and her weapon suddenly dance to a brand-new rhythm and exploit new and different openings. This charm may only be used once per Story.

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  • Flare
    replied
    This is Sawao's sword; he comes from a family of Swordsmansmiths, who seek to both create their own weapons and then refine them through combat and crafting to be as good as they possibly can make them. As such, his weapon is constantly evolving, but he's also the most experienced with being one with your weapon and has unlocked many of it's Evocations.

    Thunder Reign; Artifact 3 Blue Jade Reaper Daiklave

    In the Valley of Storms, deep within the South, is a place where the warm air from the southern deserts collect and then are pushed upward, where it meets eternally cold air from the western ocean. This atmospheric condition ignites the weather in the valley year-round, causing massive thunderstorms at all times, each bolt scarring the landscape forever more. For Air Aspects who cannot afford to travel to the Pole or Air, or who do not wish to leave their lands, this location can form an excellent meditation ground on the aspects of Air.

    In this storm, in the time of the Shogun, a young Dragonblooded journeyed to the center of these mighty storms, where the lightning struck always at the most furious, and brought with him his desires; to be a master swordsman, to be a master swordsmith, and to make his family proud. Rather than work with a hammer, he took his raw materials and placed them upon a rock, and then became one with the storm, using lightning bolts to heat and hammer the jade and rainstorms to quench it, containing a part of the storm itself into the shining edge of the blade. When bound, the sword struck as fast as lightning, even if it was not accurate; it embodied the rapid, unceasing tempest in the Valley of Storms, rather than some sort of surgical accuracy. He laid this blade in a hilt of rhino-skin and glass, with a hilt made of conductive material. When the weapon was swung and struck, lightning sparks would appear and fall from the blade in a rain of storms, leaving trails of lightning on the ground behind it.

    Thunder Reign was used to defend the nascent Shogunate by its wielder, against thieves, monsters, demons and fae. it passed from welder to wielder, in defense of the Shogunate, always seeking to preserve the sanctity of Creation. In current times, it rests in the tomb of it’s last wielder, who fell in battle in the years leading up to the Balorian Crusade as part of the pre-war strategy by the architects of that calamity.

    Storm; Like gathering Thunderclouds, Thunder Reign thrums with the power of Lightning and Thunder, building into a horrific fury. The sword tracks its ‘Storm’, which is how many attacks the user made in the previous round against the same target. So, Storm 1 is one attack, Storm 2 is 2, etc. There is still a limit to a character’s Storm; (Essence) for Resonant Exalts and ([Essence/2] +1) otherwise. The character can make more attacks than this, but their Storm will not match it.

    Attunement; 5m Type; Light (Accuracy +3, Damage +12, OVW 5)
    Tags: Lethal, Melee, Balanced
    Hearthstone Slots: 1
    Era: Creation of the Two Lords

    Rampaging Thunderblade Onslaught
    Cost; 5m, 4i Mins; Essence 1
    Type; Simple
    Keywords; Withering-Only
    Duration; Instant
    Prerequisites; None
    Striking like a thousand thunderbolts, the Exalt and the Thunder Reign cut air so fast as to cause the rumbling of Thunder; even if these attacks don’t hit, or fail to strike, the weapon comes alight with sparking lightning. This charm creates a Withering Flurry, with a number of attacks equal to (Current Storm +1). The character divides her weapon’s Withering Damage equally across the amount of attacks she makes.

    Striking Lightning Warden Stance
    Cost; 3i Mins; Essence 1
    Type; Reflexive
    Keywords; Perilous
    Duration; Instant
    Prerequisites; None
    When under assault by a foe, the Exalt directs her furious blows into an equally furious offense; how can her opponents hit her when her defenses form an impenetrable barrier of clashing blades. When the Exalt is attacked, she may activate this Charm after the attack is rolled to make the opponent reroll (Storm) 7s once.

    Explosive Ion Discharge
    Cost; 3m Mins; Essence 1
    Type; Supplemental
    Keywords; Withering-Only, Resonant
    Duration; Instant
    Prerequisites; Rumbling Thunderblade Onslaught
    With furious sparks converging into a lightning covering of the blade, the Exalt strikes a blow that lights a foe’s nerves on fire with electric shocks. This charm adds (Storm) to the character’s Withering Damage.
    Resonant; a Resonant Exalt reduces the cost of this charm by the number of attacks they have made this action against the same target, to a minimum of 1.

    Ionizing Fury Strikes
    Cost; 4m, 1wp Mins; Essence 2
    Type; Simple
    Keywords; Decisive-Only, Resonant
    Duration; Instant
    Prerequisites; Rumbling Thunderblade Onslaught
    Capitalizing on furious force and the building storm, the Exalt’s blows turn deadly, battering foes until their defenses are unable to be maintained before they fall apart. This charm creates a decisive flurry of (Storm) attacks. Split the Exalt’s Initiative evenly for each attack. The Opponent’s Hardness is reduced by 1 point for each attack they have previously taken from the Exalt, per attack; the first attack has -0 hardness, the second has -1, and so on.
    Resonant; a Resonant Exalt ignores Hardness on the flurried attacks.

    Levincrown Destruction Impulse
    Cost; 6m Mins; Essence 2
    Type; Supplemental
    Keywords; Decisive-Only, Resonant
    Duration; Instant
    Prerequisites; Ionizing Fury Strikes
    Even if the attacks are furious and lacking in precision, when a flood of them assaults a foe, their openings in their defenses are found simply through statistics. The Exalt increases her Decisive damage by the extra successes on her attack roll.
    Resonant; a Resonant Exalt reduces the cost of activating this charm by 1 mote per attack she’s made against the same target this round.

    Cleansing Bolt of Storms
    Cost; 8m, 2a 1wp Mins; Essence 3
    Type; Simple
    Keywords; Decisive-Only
    Duration; Instant
    Prerequisites; Levincrown Destruction Impulse
    Gathering her flowing lightning across her blade, the Exalt swings her blade with the explosion of Thunder and the flash of a storm, sending a crackling bolt of energy into a foe’s body. This charm creates a Decisive attack at an opponent out to Medium range, which halves the Defense of the target and adds (Storm + 3) to the raw damage of the attack. This charm may only be used once per scene.

    Strikes of 10,000 Volts
    Cost; 5i Mins; Essence 3
    Type; Reflexive
    Keywords; None
    Duration; Instant
    Prerequisites; Cleansing Bolt of Storms
    As she continues her relentless assault, the Exalt’s continuously increasing electricity sears her foe under its eternal stormwrath. When the Exalt successfully crashes someone with Rampaging Thunderbolt Onslaught, she may reflexively activate this charm to gain another attack with Ionizing Fury Strikes, treating her Storm as its maximum allowable value.

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  • Flare
    replied
    Posting three artifacts today. All three were used by NPCs during my player's most recent story; two Dragonblooded, Madomo Sawao and Teresu Dinah, and the Sidereal Khutulun- named for the Mongolian princess-. Khutulun's is in this post, then the next two are in the next two posts.

    Diy’s Temerity - Artifact 4 Starmetal Grand Grimcleaver

    Heavy Weapon; Accuracy +1, Damage +14, Defense +0, Overwhelming 5, Attunement: 5. Tags: Lethal, Melee, Chopping, Reaching, Two-Handed

    Diy was an ancient Goddess of Travel who blazed trails for mortals to follow. A Goddess of pathways and secret roads, she always was the first into uncharted lands, leaving trails for mortals and animals to turn into paths, streets, and hollows. A favorite of both the Maiden of Journeys and the Maiden of Serenity, she would race Mercury across the plains and take Venus down hidden roads. Even her Star followed her footsteps, streaking across the sky and dancing between the constellations, ever fleet of foot and ever looking for new horizons.

    When her Star became bored of the heavens, it fell to the earth, faster than any other did it dip towards the ground and then skid across the earth, never content to stop. The star continued its dash across Creation, cheerfully exploring new horizons, mostly heedless of those it harmed, until the Sidereal Thousand Willow Branches leapt upon it and wrangled it. For 108 days and 108 nights the Sidereal grasped the fallen star as it danced across all of Creation, ricocheting off of the Pole of Earth, sweeping wide around The Valley of Broken Shadows, and finally coming to a stop, as Thousand Willow Branches managed to calm it down for long enough to forge the comet into the skeleton of an axeblade. Once the star’s forging was begun, it calmed down long enough to have a cold steel haft and the wrapping of lion’s skin for a handle, dyed vibrant blue. Named Diy’s Temerity, the axe carried its component’s desires to explore new horizons, practically vibrating with anticipation of being used, and so it has been passed between many Sidereals as a weapon favored by younger Sidereals who need a guiding, experienced hand in keeping them safe.

    Traveling Star Sling
    Cost; 4m Mins; Essence 1
    Type; Simple
    Keywords; Dual, Resonant
    Duration; Instant
    Prerequisites; None
    Drawing on the excitement of Diy’s Temerity, the Sidereal hefts her massive Axe...and hurls it through the air like a projectile. And somehow it works, the massive axe whistling through the air. This charm creates a Ranged attack using Diy’s Temerity. It classifies as a Ranged weapon for Accuracy, with a Range of (Short). It may be rolled with either Melee or Thrown. If the opponent has not seen the Exalt throw Diy’s Temerity before and has no reasonable idea to expect that it can be used this way, they suffer the Unexpected Attack Penalty of -2 to Defense. On a Withering Attack, the Exalt rerolls 1s on the damage roll once, while on a Decisive attack, up to (Essence) extra successes are added to the damage roll. Diy’s Temerity does not return to the character’s hand after throwing, requiring it to be picked up and re-readied.
    Resonant; A Resonant Exalt may add a 4m, 1wp surcharge to extend the range of the throw out to Medium range. If this is the Exalt’s first action in Combat, they do not need to aim, but otherwise they must aim as normal.
    Special Activation Rules; An Exalt automatically awakens this Evocation for no cost when they roll Join Battle with Diy’s Temerity for the first time.

    Falling Comet Flourish
    Cost; 4m Mins; Essence 1
    Type; Supplemental
    Keywords; Dual
    Duration; Instant
    Prerequisites; None
    Charging across the battlefield and slicing even the winds as the axe falls, the Exalt relies on Diy’s Temerity to take her to where she needs to be. This charm enhances an attack made after a Rush or other movement action. It suffers no penalties for being flurried if it was flurried, and the damage roll doubles (Athletics) 9s on a Withering attack, or (Athletics) 10s on a Decisive attack. If the movement action moves the Exalt closer to Diy’s Temerity, they may activate this charm to supplement an attack that does not actually use Diy’s Temerity.

    Dancing Axe Blade
    Cost; 3m Mins; Essence 1
    Type; Reflexive
    Keywords; Uniform
    Duration; Instant
    Prerequisites; None
    With the Exalt engaged in the fury of combat, Diy’s Temerity makes her wielder almost impossible to hit. Against an attack by an opponent the Exalt attacked on her last turn, her opponent takes a -3 penalty to their attack roll.

    Safety on Untraveled Roads
    Cost; 3m Mins; Essence 1
    Type; Indefinite
    Keywords; None
    Duration; Instant
    Prerequisites; None
    Like Diy herself, the Exalt travels roads before men have civilized them, and thus she needs protection from the winds and wilds. Calling on the Travel Goddess’ legend, she cloaks herself in certainty that she will not be harmed. She gains a specialty in Resisting the Environment for whatever environment she’s in, and so long as the trials and tribulations she is having to undertake are the results of natural wilds or wylds, instead of active sabotage or plots, she rerolls all 1s on Survival rolls until they fail to appear.

    Arrant Rushing Star
    Cost; 2m, 2i Mins; Essence 2
    Type; Supplemental
    Keywords; Resonant
    Duration; Instant
    Prerequisites; Traveling Star Sling
    So long as the Exalt trusts that Diy’s Temerity is going where she needs to go, she will find her path unimpeded by barriers or foes, as she rushes to grasp the handle of the axe and continue her battle. This charm enhances a Rush or Disengage towards Diy’s Temerity, granting 1 success to the Exalt’s total for up to (Essence) 1s rolled by any opponent opposing her.
    Resonant; a Resonant Exalt may reflexively arm herself with Diy if she successfully completes the Rush or Disengage.

    Heedless Comet Crash
    Cost; 4m, 1wp Mins; Essence 2
    Type; Supplemental
    Keywords; None
    Duration; Instant
    Prerequisites; Traveling Star Sling
    Barreling forward in a corona of essence, the Exalt stands steadfast against the horrors that array themselves against Humanity, always in front of those in need of protection. When rolling Join Battle, the Exalt may reroll 6 failed dice.

    Slicing Comet Swirl
    Cost; 4m Mins; Essence 2
    Type; Supplemental
    Keywords; Resonant, Withering-Only
    Duration; Instant
    Prerequisites; Falling Comet Flourish
    With a twirl, and a decision to let Diy’s Temerity take the reins for an instant, the Exalt leaves a path of destruction, holding onto her weapon to be dragged around with it. This charm supplements a Withering attack, adding 1 die to her Raw Damage. If the Exalt is making numbers count as successes that do not normally count as successes on her attack roll, those same numbers count as successes on the damage roll.

    Demon Chasing Hurl
    Cost; 3m, 4i Mins; Essence 2
    Type; Reflexive
    Keywords; Decisive-Only, Resonant
    Duration; Instant
    Prerequisites; Arrant Rushing Star
    When her foe tries to escape from the Exalt, Diy’s Temerity chases them down like an unceasing hunter, unwilling to let them go. When an opponent successfully escapes from Short range from the Exalt, she may activate this charm to immediately activate Traveling Star Sling. This counts as their attack action for the round.
    Resonant; a Resonant Exalt does not count this as their attack for the turn.

    Breaking the Horizons
    Cost; 10m, 1wp Mins; Essence 3
    Type; Simple
    Keywords; Decisive-Only, Dissonant
    Duration; Instant
    Prerequisites; Slicing Comet Swirl
    Taking a running start, the Exalt gathers her Essence and her momentum from her legs into her arms as she runs. When she reaches a speed she deems appropriate, she transfers all of her momentum into Diy’s Temerity as she releases it, sending it hurtling into the horizon with the sound of a falling star. After some time, the axe finally crashes down on her target, as if from nowhere. This charm creates an attack using Diy’s Temerity, which starts at Short range, but increases by 1 range band for each range band the Exalt runs before throwing the Axe. She may run for multiple turns or actions, adding a range band each time, and she must have a least a general idea of where the opponent she is trying to hit is, either through someone else’s information, her own eyes, or help from her Familiar or support staff. So long as these conditions are met, when the Exalt runs enough range bands to throw the axe far enough to hit them, she may release the Axe. If she is not in Battle when she releases this charm, roll her Join Battle to determine its base damage. The Axe lands on the opponent at the start of next round, rolling her attack pool as normal, and using her (Initiative + Temporary Willpower) as the damage dice, rerolling failures equal to how many range bands she ran. This charm may only be used once per story.
    Dissonant; Dissonant Exalts cannot learn this charm

    108 Day Circle
    Cost; 10m, 1wp Mins; Essence 3
    Type; Simple
    Keywords; Decisive-Only, Resonant
    Duration; Instant
    Prerequisites; Demon Chasing Hurl
    Giving Diy’s Temerity a life of its own, the Exalt hurls it in a spinning arc; assaulting all her surrounding foes before she focuses in on one, meeting the axe in a powerful blow that can split a demon in half or shatter a god to cinders. The Exalt makes a single Withering attack that targets every enemy within Medium range except for one. She gains the full initiative from the highest damage roll, but only up to (Essence) on every other roll- though she gains +1 initiative for each hit as normal, and opponents lose Initiative as normal-, then makes a Decisive attack against the remaining target, adding 1 success over their Defense value to their Raw damage on their attack for each foe they attacked beforehand. This charm may only be used once per scene.
    Resonant; the Exalt also rerolls 1s on the damage roll one time for the Decisive attack.

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  • Flare
    replied
    While I have infinite issues with Rakan Thulio's existence, I think the Getimians are incredibly fertile design space, when they aren't being the faceless Ork Army of a super powered Game Line NPC. Because I dislike the idea of writing off an entire splat just beacuse of one poor example, and because there has been a fairly significant instance in a game I play in where Rakan Thulio rather cratered it, I felt like I wanted to write something about Getimians that reminded me of both why I like their concept, and as a chance to show what I like about the idea of Getimians.


    There are stories you know, and then there are stories that happened.

    All, even in the Age of the Shogun, know of Meiji the Greater, who met the 10,000 Hell Blades on the Bridge of Bloody Tears, who held off the 10,000 Blades by relying on the benefit of the Bridge’s narrow walkway. The fall of the Kingdom of Azta by Jodai the Lesser, paving the way for the creation of many great Heroes as a great power in the world was shattered. And all know of the sorrow of Huang of the Bronze Scales, a great champion of compassion, care, and skill, who fell to the dark whispers of Haybel the Thinker, before being defeated- though some often claim his gentle nature shown through and allowed him to be killed-, a sad day for all.

    But none speak of Meiji the Greater, who met the 10,000 Hell Blades on the Bridge of Bloody Tears, a major concourse in the area, and a bridge wide enough for two carts to pass, those making it impossible for him to hold the line.

    None speak of Jodai’s successful rebellion where he became the King of Azta rather then dissolving it, maintaining it’s regional hegemony and leading the world in to a brilliant Age of Diamonds.

    And none know of how Huang of the Bronze Scales turned away from Haybel the thinker, leading to his frustrated peer, Shandily the Mighty, to listen instead, and how his hunger for power turned him into a demon that could not be defeated.

    Sidereals are but one half of a coin.

    In ages past, there was another side of it; where Sidereals tended the flowers, they pruned the unneeded sections of them.

    In the context of History; not the History of a single world, but the History of every single version of the world, there are those strands that must be pruned to maintain the effective world history, the rotten branches and leaves where the history and future of that branch became a Divergence; too far away from the median of the world and thus causing issues within the existence of other worlds. By pruning the Divergences, these gardeners prevented bubbles upon the strands of fate where such rotten branches and leaves drifted into other versions of the world, draining them of life and Diverging them as well.

    These pruners were called the Getimians. While the Sidereals handled the fate of the World Within, the Getimians handled the fate of the World Without. The two Fate manipulating Exalted often found companionship in each other; they understood each other’s burdens, they found themselves fast friends, and they often formed connections and understood each other in ways that others would not. In the time of the War against the Enemies of the Gods, the Getimian pruned bad futures and rotten branches; while the SIdereals wove great workings to bless the other chosen to the best paths, the Getimian prevented the worst of the paths from ever being possible, continuing the survival of humanity. When the war was over and the Sidereals and the Getimians standardized the fate of their worlds; to ensure there would not be any aggressive ripples or reprisals from ill futures, the Getimians themselves faded away; aware that their presence could be used by those with great ambitions to try and convince them to prune futures where those ambitions did not come to pass, they slowly faded away to tend to the worlds from the outside in, and in those hidden walkways no one could follow them.
    But as time went on, the rotten branches of human History slowly started to bubble into Looms, requiring the Sidereals to add to their burden to sort them out. This spoke poorly of the fate of the Getimian, but without anyway to follow their brothers in the hidden walkways, the Sidereals could do nothing more then carry on their paths; to protect and maintain the Loom. And before long, the Getimian were all but forgotten by all but the most ancient.

    For someone to bring them back would be a source of joy to the Sidereals, who often feel as if they are missing the other side of their coin, but to put them against each other, no matter the cause, would be the work of a horrendous devil worthy of no redemption or acceptance, appropriate only to be consigned to nothingness.

    The Getimians

    Getimians draw their power from possibility rather then fate. This is in time with fate; it is not breaking of fate to do the impossible, but rather to understand that within one’s fate, you can accomplish many possibilities, and finding the one that is the best for them to do.

    The reason Getimians can travel the hidden ways, and the reason they can exist without a connection to a loom, is a dark secret and makes it difficult for them to associate with others; the Getimians themselves come from pruned timelines lost due to their Divergence, the last survivors of entire worlds, the Loom of that world enshrined in their very soul. Not every Getimian remembers their lost timeline, or all of it; some remember every single moment, and are angry or sad that their timeline was considered ‘rotten’- as, after all, timelines can be pruned for both good divergence or bad divergence-, while others remember only their names. But all are understanding of the burden placed upon them, and instinctively tend to divergent timelines. The burden is hard on them, but the Getimians are not immune to understanding what they do, and this is why they were bound to Sidereals by their unknown patron; so that they might always have someone to be a shoulder to cry on.

    A Getimian in Play

    A Getimian as an NPC or a PC may have strange thoughts about the world about them or not quite understand the terms they are in. A Getimian might be confused why the Scarlet Empress wasn’t a Lunar, or how Dragonbloded exist when they were all devoured by the ruthless Apex species brought about by a hateful lingering will. Their existence may be slightly less confused than that, however; they may instead ask why there are no trains in Creation, or wear strange clothes from an unknown, non-existent culture. But they are rarely so utterly alien as to be unable to survive in their new world, as they are as adaptable as they are strong of will.
    The idea of a Getimian in play, as a player or an npc, should not be forced to acknowledge Divergences and the idea of parallel universes. Getimians are just as capable of solving Fate Glitches and maintaining a single Creation as a wider focus, and a Stranger in a Strange Land can play out without making it required that they return to their own home location, even though they may long for it. The game should not warp around Divergences just because of a Getimian PC or NPC, unless the players and the storyteller agree upon it.

    Example Getimians in Media

    JoJo’s Bizarre Adventure; Funny Valentine; With his ability to pull different versions of himself or others to assist him, the ability to send others to other timelines, and his ability to escape between ‘gaps’ in perception, Funny Valentine’s strange powers can represent a Getimian who may be using his natural charms, or something like Obsidian Shards of Infinity Style as seen through their ability to wander walkways across Divergences.

    Fringe; The idea of two competing parallel universes is not necessarily required by Getimians, who should be able to function just as well maintaining a singular Creation, but the concept of how seemingly insignificant choices in your life can make you a totally different person is fertile ground to explore both as a Getimian PC meeting the version of you that lives in Creation or a Getimian NPC who is the same person as a treasured individual for a PC, but ever so slightly different.

    Sliders; Going through Divergences might resemble Sliders more than anything; passing through many worlds that aren’t significantly different rather then expecting massive changes every time.


    In my game, the group encountered a Fate Glitch involving one of these pruned worlds intruding on their own Creation. Lioness described it as 'Warhammer Creation', a violent place where there are no Exalted and every person in the world is considered the property of the only 'Human', the Diamond Emperor Jodai, caught in an eternal war to try and maintain a Creation where the Gods and their Creators both perished in a War. With the help of a Sidereal and Lioness' character mastering their language and using it to negotiate, they managed to convince them to shut down their portal to protect their own Creation. But due to Arcane Fate, the truth of what they did has vanished from their minds, and they don't remember the Sidereal that assisted them or the Men of Diamond themselves.
    Last edited by Flare; 03-08-2019, 04:42 PM.

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  • Flare
    replied
    Somewhat late this time.

    I usually post stuff at the same time I am running my game, but the stuff I'm making is generally at least vaguely relevant to the game I'm running. However, the last two weeks haven't really involved the supernatural; one was the cool-down period post adventure, while the current story is a murder mystery on a train with limited to no supernatural elements. Because of that, there was not much to write about for the purposes of this thread, as I was writing stuff for a couple of other games that I wouldn't feel right sharing stuff from. However, I did have this artifact I've been working on for a bit.
    The Lock and The Key, Artifact 3 Starmetal Paired Short Daiklave and Buckler

    The Key; Accuracy +5, Damage +10, Defense +0, Overwhelming 4, Attunement 5; Lethal, Melee, Balanced, Piercing

    The Lock; Accuracy +3, Damage +10, Defense +1, Overwhelming 4, Attunement 0; Bashing, Melee, Shield, Smashing

    Starmetal taken from a section of stars that passed through the House of Secrets, the Lock and Key is a combination artifact of a starmetal short sword and buckler. The sword- the Key- has several prongs like a key pushing off the edge of the blade, while the buckler- The Lock- has a slot behind it to slide the Key into, and is somewhat unremarkable in base appearance, appearing to have a leather cover over the front. When the Key is inserted and turned, however, the leather covering springs open to reveal a set of mirrors, that reflects whatever is viewed in it infinitely; each pane of the mirror is made to reflect a different panel within the shield, making a disconcerting, infinite series of reflections

    The Lock and The Key have been used to seal away demons and songs, to reflect the truth and distort lies, and any other number of uses. Within the infinite prism of mirrors hidden within The Lock could be ancient secrets, hidden mysteries, and strange powers.

    Attunement Effect; The user of The Lock and The Key may shine it’s mirror at an opponent. For the use of any charm that requires physical touch, by paying 1 willpower, the character may instead use the medium of the mirror to attempt to land the attack; this extends it’s Range to Short, and allows them to use Melee instead of Martial Arts or Brawl to touch an opponent. If it is a Gambit, it reduces the difficulty of the gambit by 2.

    Unlocking Secrets Edge
    Cost; 4i Mins; Essence 1
    Type; Supplemental
    Keywords; Decisive-Only
    Duration; Instant
    Prerequisites; None
    The Key does more then unlock the mirror shield; it pries out secrets and information from unwilling targets as much as it does their blood and flesh. This charm supplements a decisive attack, rerolling 1s on the damage roll once. If the character successfully damages the opponent, she learns one of the opponent’s intimacies; a minor for 1 level, a major for 2 levels, and a defining for 3. Extra levels of damage wrap; so for 4 levels of damage, the character learns 1 defining intimacy and one minor intimacy.

    Stolen Face Mirror
    Cost; 4m, Mins; Essence 1
    Type; Supplemental
    Keywords; Withering-Only
    Duration; Instant
    Prerequisites;None
    Catching the face of a foe in the infinite spiral, that person’s visage is forever sealed away in the swirling mirrors of The Lock. This charm supplements a Withering attack, rerolling 1s on the damage roll once. If this charm successfully crashes an opponent, their visage is trapped within The Lock. While their face is held in The Lock, the characters gets 3 non-charm bonus dice to all rolls to make a disguise impersonating the person. The Lock may hold up to (Essence or 3, whichever is higher) faces in it’s depths, and when going over that amount, the character chooses which one to discard.

    Revelation of the True Self
    Cost; 5m, 1wp Mins; Essence 2
    Type; Simple
    Keywords; None
    Duration; Instant
    Prerequisites; Unlocking Secrets Edge
    Casting the gaze of The Lock outwards, and revealing the fractured infinity of the foe’s facade, the Exalt rips a secret from the loom of fate. This charm is a simple action that may be placed within a Flurry, requiring a (Dexterity + Melee) roll to catch the opponent in the Lock’s gaze. If they succeed, they may immediately declare a fact about their opponent. The nature of the fact should be determined with the Storyteller, but should revolve around the character themselves rather than their circumstances. Revealing a Geas that prevents the character from killing foes, their hatred of a specific set of beings, or a curse of death or their bane, for instance, but not revealing a secret child or similar.

    Shattered Broken Shards
    Cost; 5i, 2a Mins; Essence 2
    Type; Reflexive
    Keywords; Decisive-Only
    Duration; Instant
    Prerequisites;Stolen Face Mirror
    The Mirror of The Lock reflects an infinite prism of an oncoming strike, and with an explosion of shards of glass, even the force of the weapon is diverted and reflected into itself over and over again, until it dissipates uselessly. In response to a Decisive attack, the Exalt may remove levels of damage up to her (Essence) after they are rolled. This charm may only be used once per scene.

    Lost in the Chasm of Mirrors
    Cost; 10m, 1wp Mins; Essence 3
    Type; Simple
    Keywords; None
    Duration; Instant
    Prerequisites; Revelation of the True Self, Shattered Broken Shards
    Even ephemeral things can be lost within the infinite reflections of The Lock. This charm creates a Gambit against a foe, with a special cost- some examples are listed below-. If the character succeeds, then she successfully locks the object she stole into The Lock, where she may free it whenever she wishes, or hold it indefinitely with no commitment. She also gains benefits when referencing the stolen objects in stunts. Regaining a treasure placed within The Lock requires defeating the opponent in a Competition or similar, but for Exalts with appropriate anti-tampering charms that protect them from powerful alterations, they may discover a different cure.

    Difficulty 3; Stealing things such as a maiden’s laugh, a man’s smile, or the light from one’s eyes, the Exalt may call upon her stolen treasure to increase the rating of a stunt she makes from 1 to 2 so long as she describes using the stolen treasure.

    Difficulty 5; Stealing things such as memories or skills, the Sidereal may steal a week’s worth of memories for each success over the difficulty, or lower one Ability of a foe by a point for each success over the difficulty. The lost ability dots regenerate one point per week.

    Difficulty 7; Stealing the Soul of a Warrior, the Heart of a Demon, the Mind of a God, or the Evocations of an Artifact, the Exalt may gain any number of strange powers from this. In the case of a stolen Evocation, she may immediately learn it as an Evocation for The Lock and The Key, changing it’s thematics to fit as needed.

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  • Flare
    replied
    Originally posted by Lioness View Post
    Slothklave!
    Is Apex Predator Mein supposed to be Reflexive or Permanent? Since it seems to be keyed off of Weight of Glory activating, I can see the case for big fuckoff sword providing additional intimidate actions whenever you want too though.
    It keys off the activation of Weight of Glory, meaning that it's a Reflexive charm used at that point. A possibly upgrade I could see would be allowing you to activate additional intimidation actions whenever you crash an opponent or decisively damage them, adding the resulting bonus Initiative to your Base pool.

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  • Lioness
    replied
    Slothklave!
    Is Apex Predator Mein supposed to be Reflexive or Permanent? Since it seems to be keyed off of Weight of Glory activating, I can see the case for big fuckoff sword providing additional intimidate actions whenever you want too though.

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  • Flare
    replied
    GLORYBRINGER (****)


    Breaker of Beasts; Artifact 4 Orichalcum Grand Daiklave

    Accuracy +1, Damage +14, Defense +0, Overwhelming 6, Attunement 5, Lethal, Melee, Balanced, Reaching, Two-Handed, Improvised

    A massive weapon that dwarfs even other Grand Daiklaves, Glorybringer looks more like it would fit in the hand of a Warstrider then the grip of a normal Exalted. Elegant yet brutal, it has several tassels that sway in the wind attached to it’s heavy grip, and the blade is carved in pleasing looking patterns. Even the mightiest of Exalts have trouble lifting this sword, even when attuned; though it can be carried over the shoulder or drug behind them, actually lifting and swinging it requires incredible exertion.

    The weapon’s origins are mostly shrouded in mystery. It would have required the fortune of an empire to make this weapon; simply the cost of the sheer amount of Orichalcum within the weapon would have driven many economies into ruin. The heat required from the forges and the fuels from them would have run the landscape dry and scorched the land to a desert. The engravings would have taken a master artisan a lifetime to delicately scratch and mold the Orichalcum into shape, and the silken tassels would have taken a hundred years to find such perfect strands and a decade to weave them. If the weapon is named Glorybringer, then perhaps it was the last gasp of a Civilization as it descended into darkness, one final attempt and offering to bring them to glory. But the fact that so little is known about it probably makes it clear what the end result of such an attempt was.

    Despite its shrouded creation, Glorybringer has done much to live up to it’s own name. A weapon that is fantastic for hunting hellish beasts and great monsters, the weight of the weapon allows it to slice through hides of beasts and magical materials like butter, when the weapon can be effectively swung, anyway. It is much simpler in it’s applications then other Orichalcum weapons; it does not summon volcanos or thunderstorms or shine with the light of the sun. It is simply a heavy, effective cutting weapon that, if it can be wielded appropriately, is made for a Solar to use as an extension of their body.

    Attunement Effect; While using Glorybringer, each point of Initiative lost to the Improvised tag on the weapon increases the character’s Withering and Decisive damage by 1 point. This stacks to a maximum of (5 + Character’s Essence).

    Weight of Glory
    Cost; 5m Mins;Essence 1
    Type; Reflexive
    Keywords; None
    Duration; One Scene
    Prerequisites; None
    There is always a warm-up period when using Glorybringer, before the Exalt enters into her full power. When the character recovers from Crash through any means while wielding Glorybringer, she may activate this charm, removing the Improvised penalty from Glorybringer for the rest of combat and increasing her base Initiative by 3.
    Special Rules; Weight of Glory may be learned reflexively for no cost the first time the Exalt would be able to activate it.

    Strength of Nations Technique
    Cost; +1wp Mins; Essence 1
    Type;Permanent
    Keywords; None
    Duration; Permanent
    Prerequisites; Weight of Glory, Increasing Strength Exercise
    The mighty can lift the greatest of burdens. When the Character activates Weight of Glory, she may pay 1 willpower to also reflexively activate Increasing Strength Exercise.

    Flowering Saxifragales Whirlwind
    Cost; +4i Mins; Essence 2
    Type;Permanent
    Keywords;None
    Duration; Permanent
    Prerequisites; Weight of Glory, Peony Blossom Technique
    The massive swings of Glorybringer can bring devastation to multiple foes in a single swing. This charm enhances Peony Blossom Technique; when Weight of Glory is active, adding the cost of this charm to Peony Blossom Technique allows the character to attack two opponents with the same attack roll.

    Hellfire and Earthquake Strike
    Cost; +2i Mins;Essence 2
    Type; Permanent
    Keywords;None
    Duration;Permanent
    Prerequisites;Weight of Glory, Fire and Stones Strike
    Crashing down with all her force and might, the Exalt can crater even demons and giants with the massive blade of Glorybringer. This charm enhances Fire and Stones Strike while Weight of Glory is active. By adding 2i to the cost, she may increase the maximum amount of damage dice added through Fire and Stones strike by the bonus she has from the Attunement effect of Glorybringer. Each dot bought over the Character’s strength costs 2 motes instead of one, however.

    Apex Predator Mein
    Cost; 4m Mins; Essence 2
    Type; Reflexive
    Keywords; None
    Duration; Instant
    Prerequisites; Weight of Glory, Tiger's Dread Symmetry
    The terrifying light of the Solar and the brilliant edge of Glorybringer threaten even armies with infinite downfall. When activating Weight of Glory, the Exalt may also activate this charm, granting herself a free intimidate action against all foes in the scene. For any opponent who is successfully intimidated, they lose two Initiative, which the Exalt gains from up to (Essence) opponents.

    Unbreakable Iron Concentration
    Cost; +3i Mins; Essence 2
    Type;Permanent
    Keywords; Decisive-Only
    Duration;Permanent
    Prerequisites;Weight of Glory, Durability of Oak Meditation
    Hardening her body like the gleaming gold of Glorybringer, the Exalt stands strong against the strikes even of great monsters and demons. When the character activates Durability of Oak Meditation against a Decisive attack while in Weight of Glory, she may add her damage boost from the Attunement effect of Glorybringer to her Hardness, in addition to the +4 from the actual charm. This may only be used once per scene, but is reset by building Initiative to 20+. An Essence 3 repurchase allows her to pay a 1 willpower surcharge to add the bonus damage from Increasing Strength Exercise to the gained Hardness.

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  • Flare
    replied
    GHOMYNIAD (****)


    The Spear That Destroys All Opposition; Artifact 4 White Jade and Orichalcum Direlance

    Accuracy +1, Damage +14, Defense +0, Overwhelming 5, Attunement 5, Lethal, Bashing, Melee, Piercing, Smashing, Reaching, Two-Handed

    Ghomyniad is a massive lance that is almost impossible to lift, much less use, one handed. A weapon designed to destroy, it was made as large as possible to insure that it could pierce and shatter even the toughest of hides and thickest of armors. The massive weight of the weapon means that even though it only has a single pointed edge, the huge pillar can crush and smash with heavy blows without having to thrust.

    Once, there was a miracle substance blessed by the hands of Ancients, before Time and before Space. Akin to liquid gold, this miracle liquid could be made into anything; a drop would feed a man for life, a cup could create life, a barrel would end all war. But like all things of mystery and power, it could not be created multiple times, and the liquid eventually ran dry; for it would not be so powerful if it was plentiful, as that would destroy it’s mystery. The very last drops of this precious liquid were placed in a temple for reverence of this miracle item; a place to contemplate the mysteries of the world and the inner self.

    When Thornbiter the Crimson burned the temple, it was in search of the last bottle of this mystery liquid, he did not find it, as an acolyte spirited it away from the burning temple under the cover of darkness. When he returned the next day, the acolyte found only smouldering ruins where once had been a place of meditation. Filled with righteous indignation that such a liquid, and only a few drops, could destroy so much, he gathered a marble pillar that had once held aloft the great temple, and poured the liquid into the middle of it, then shaped one side into a lance point and the other into a handle. Taken by the emotions of the one who made it, the lance became empowered as the final act of the final drop of the liquid, birthing Ghomyniad, a weapon that seeks to destroy the foes of it’s master. From this conception until the current day, Ghomyniad’s powers of destruction and assault have often been written about and romanticized; from it’s obliteration of the Garrison of the Burning Hills to the creation of the Sapphire Lake Valley, Ghomyniad is written of almost reverently in it’s ability to destroy with it’s brilliant, scalding lance-head strikes.

    When the miracle liquid within the core of Ghomyniad awakens, the lance begins to glow as if with infinite light from within it, as spirals of energy encircle the lance like the threads of a drill. In this awakened form, Ghomyniad becomes the spear of legend talked about in plays and poems, able to strike the world and rend it asunder.

    Ghomyniad requires Strength 4 or to be equipped to a Warstrider or it counts as an improvised weapon and the character can not learn any Evocations from it

    Attunement Effect; The only Evocation Ghomyniad can use at the start of a scene is Heaven Shattering Spike. After crashing an opponent in a scene, Ghomyniad begins to spiral, and the rest of its Evocations activate.

    Heaven Shattering Spike
    Cost; 4m, 4i Mins;Essence 1
    Type; Supplemental
    Keywords; Withering-Only
    Duration; Instant
    Prerequisites; None
    The pillar of the world shatters the boundary of Heaven and Earth. When supplementing a Withering attack, the character turns a number of dice equal to their extra successes on the attack roll into automatic successes, up to their Overwhelming.\
    Special Rules; This Evocation is learned automatically when the character first attunes to Ghomyniad.

    Horizon Spanning Obliteration
    Cost; 3i Mins; Essence 1
    Type;Supplemental
    Keywords; Decisive-Only
    Duration; Instant
    Prerequisites; Heaven Shattering Spike
    The light that is born from the heavenly substance and the wish of destruction sunders all that stands before it. The Supplemented Decisive attack doubles 10s on the damage roll.
    Special Rules; This Evocation is learned automatically when the character first unleashes the light within Ghomyniad.

    Castle Shattering Spiral
    Cost; 5m or 5i, 1wp Mins; Essence 1
    Type;Supplemental
    Keywords;None
    Duration; Instant
    Prerequisites; Heaven Shattering Spike
    Castle crumble and fall like the ancient monastery, for destruction begets destruction, and the infinite light is without judgement or compassion, existing only to obliterate. This charm enhances a feat of demolition, adding (Essence) to the character’s to the Character’s Strength for the purposes of seeing if they qualify, and adding (Essence) non charm dice to the roll.

    League Spanning Light Strike
    Cost; 3m Mins;Essence 1
    Type; Supplemental
    Keywords;Uniform
    Duration;Instant
    Prerequisites;Horizon Spanning Obliteration
    The reach of Ghomyniad is truly great, and when the light of the spiral surges down the spear, it stretches further, as none are safe from the spear’s light of destruction. The attack supplemented by this charm can reach out to short range

    Unsheathed Light of the World
    Cost; - Mins; Essence 1
    Type; Permanent
    Keywords; None
    Duration; Permanent
    Prerequisites; Horizon Spanning Obliteration, Summoning the Loyal Steel or Elemental Sheath or Equivalent
    When pulled from the Anima of the Exalt, Ghomyniad lends some of its infinite light to its wielder, giving them a fragment of the luminous Essence hidden within it. This charm is active at all times, and ignores the requirements to begin spinning Ghomyniad. When the Exalt retrieves Ghomyniad using the prerequisite charms, she increases her Initiative by 3, and may raise her anima by one level.

    Infinite Destruction Engine
    Cost; 3m, 6i Mins; Essence 2
    Type;Supplemental
    Keywords; Decisive-Only
    Duration;Instant
    Prerequisites;Horizon Spanning Obliteration
    The light of Ghomyniad reigns until the end of the world, at times it can eclipse even the Sun itself, shining upon the land in a cleansing nova of destruction. This charm makes 6s a success on a Decisive damage roll, and increases the Overwhelming of Ghomyniad by 1 for each time it is used in a scene, up to a maximum additional bonus of the Character’s (Essence)

    Light that Pierces the Heavens
    Cost;3i, 1wpMins; Essence 2
    Type;Supplemental
    Keywords;Withering-Only
    Duration; Instant
    Prerequisites; Heaven Shattering Spike
    Ghomyniad and it’s infinite light strike an opponent in two distinct timings; the extended spiral of the blade slices through their defenses before the actual lance connects with their body, forcing the powerful light into them. The supplemented Withering attack halves the opponent’s defense before the character rolls their attack roll. This charm may only be used once per scene but is reset by performing an Initiative Shift.
    Resonant;A Resonant wielder counts 6s on the damage roll as a success when using this charm.

    Legion Splitting Sunder
    Cost; 2m, 2i Mins;Essence 2
    Type;Supplemental
    Keywords; Dual
    Duration; Instant
    Prerequisites; League Spanning Light Strike
    Even armies fall before the spear that destroys all opposition; as when it left the Garrison of the Burning Hills a smoking, blasted crater, the reckoning of the spear is passed down without remorse. This charm enhances an attack against a battle group, immediately forcing them to roll for rout after being struck. In addition, on a decisive attack, it inflicts another automatic level of damage for every 10 on the damage roll, to a maximum of 4.

    Foe Piercing Heavenly Drill
    Cost; 4m, 1wp Mins; Essence 2
    Type; Simple
    Keywords; Decisive-Only
    Duration; Instant
    Prerequisites; League Spanning Light Strike
    Ghomyniad strikes down one foe on it’s way to the next, piercing an opponent and running them through even as the Exalt and the spear aim to their true target, intent to impale them upon the spear. This charm creates a pair of decisive attacks, one aimed at a foe in close range, and one at a foe in short range. The character moves during the attack and finishes next to the foe in short range. Initiative is divided evenly, but for each 1 or 10 in the damage roll on the first opponent, add 1 to the decisive damage of the second opponent.

    Titan Splitting Thrust
    Cost; 3i Mins; Essence 2
    Type; Supplemental
    Keywords; Uniform
    Duration; Instant
    Prerequisites; Horizon Spanning Obliteration
    Once, the Spear of Destruction was wielded by the warrior Sevenfold Skies, and with the lance’s spiral might unveiled, Sevenfold Skies took to fight a great behemoth, and pierced it’s hide with the glowing spear as easily as it smashed the countryside and destroyed armies. The supplemented attack ignores the benefits of Legendary Size on an opponent, but only for the purposes of damage.

    Overwhelming Twirling Absorption
    Cost; 4m, 1wp Mins; Essence 3
    Type;Reflexive
    Keywords; Decisive-Only, Clash
    Duration; Instant
    Prerequisites; Foe Splitting Heavenly Drill
    Lesser blades and blows are caught within the whirlpool of the swirling light of the infinite spear of Ghomyniad, blowing past their own paltry blows and turning them into further power for it’s ruinous light. This charm creates a Clash attack against a Decisive attack, where the character uses her own Initiative. If she successfully beats her opponent, she steals a number of points of Initiative equal to her extra successes which is immediately added to her damage roll. This does not count as her action for the turn, but may only be used once per scene, resetting when the character gets to 20+ Initiative.

    Giant Toppling Scourge-Strike
    Cost; 6m, 3i Mins; Essence 3
    Type; Supplemental
    Keywords; Withering-Only
    Duration; Instant
    Prerequisites; Titan Splitting Thrust
    Ghomyniad can pierce mountains and beasts that make mountains look like anthills; there is no such thing as an immovable object when the unstoppable force of destruction soars through the earth, sky, and sea, leaving ruin in its wake. The Withering attack this charm supplements rerolls 1s until they fail to appear on it’s damage roll, and against creatures with Legendary Size, dealing over 10 levels of damage on the attack will knock them prone

    Embodied Wish of Destruction
    Cost; 5m, 2i Mins; Essence 3
    Type; Supplemental
    Keywords;Decisive-Only
    Duration;Instant
    Prerequisites; Infinite Destruction Engine
    Channeling her desire to destroy her opponents into the miracle liquid within the pillar of Ghomyniad, reality becomes supplanted by the wish of destruction, as the weight and the light of Ghomyniad is unleashed to shine to the ends of Creation. This charm enhances a decisive attack, allowing extra successes to add to the raw damage up to a maximum of the weapon’s Overwhelming, and allowing the Exalt to raise her Anima banner by 1 stage.

    Shining Pillar of Eternal Aurora
    Cost;7m, 2a Mins; Essence 4
    Type; Reflexive
    Keywords;None
    Duration; Instant
    Prerequisites; Embodied Wish of Destruction
    Channeling her own Anima into the spiral of Ghomyniad, the Exalt, for a moment, becomes the avatar of destructive Essence, as she forces the spiral to intensify in strength for an instant. After successfully striking an opponent with a Decisive Attack, the Exalt may activate this charm to avoid resetting to Base Initiative, instead only losing Initiative equal to the amount of dice that rolled successes on the damage roll. This enhanced Initiative only lasts for one round before the character resets to base Initiative.

    Illuminated Spear that Changes The World
    Cost;4m, 10i, 1wp Mins; Essence 5
    Type;Simple
    Keywords; Decisive-Only
    Duration;Instant
    Prerequisites;Shining Pillar of Eternal Aurora
    The wish of destruction from within the spear of obliteration causes it to erupt with the light of a new world, a wave of obliteration and rebirth that causes massive changes in the landscape. Driving the spear forward, a single drop of the heavenly liquid frees itself from the centrifuge of the spear, then erupts forward into an infinite font of light. This charm can only be used against an opponent who is crashed. The Exalt may move up to 3 range bands in a straight line before making the attack, which creates a single decisive attack that is Undodgeable, with 10 automatic levels of damage. In addition to the massive amount of damage, the infinite light of the spear uproots and changes the world before the Exalt, as a single drop of the miracle liquid in the center erupts from the tip of the spear. It may cause a desert to erupt into a blooming field, turn a lake into a mountain, or otherwise drastically change the world, even in a way that is utterly impossible for the circumstances. Using this charm causes Ghomyniad to stop spinning, and rather then resetting to base Initiative, the character instead Crashes to 0 Initiative if it is successful. This charm may only be used once per Story, and the Dawn Anima can not reset it.
    Last edited by Flare; 08-31-2018, 08:47 PM.

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