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[3E] The Artifact and Evocation Workshop

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  • [3E] The Artifact and Evocation Workshop

    I've been thinking recently that there are more topics popping up around Artifacts and their associated Evocations. These are great for individual critique, but having each one be its own individual topic means that after the feedback it falls off the front page. That's too bad, because a lot of these ideas are pretty awesome and could be really useful to others for use in their own games.

    So in the interest of 1) cutting down on the topic-clutter, and 2) consolidating everybody's neat ideas in one place, I thought it might be nice to have a single topic where folks can post their Artifacts and Evocation ideas, get some feedback, and act as an archive of ready-made wonders for us all to pick through when we need that something special. Maybe it takes off, maybe it doesn't. Let's see what happens.

    So! Feel free to show off your creations here, even if you've already detailed them elsewhere. Don't be shy. And because it's only right and fair that I offer something too, I'll put up a couple of my own attempts. As always, feedback is welcome.


    Share your wonders in The Artifact and Evocation Workshop

  • #2
    The Three-Burials Shroud (Artifact 3) - Soulsteel and white jade reinforced buff jacket
    The Three-Burials Shroud is named for its maker, a long-dead lord of Partham who was himself a champion of the ancestors. His first burial was as a young man, when he was thrown from his horse and thought killed. His family buried him, only to spend a day and a night in deathlike slumber before clawing his way to the surface again. He claimed that during his sleep he communed with the spirits of the dead and returned with their aid to be a voice for them in the halls of the living. Legends say he became the first of Partham's famous Lineage Warriors, and preached the importance of veneration for the ancestor cult. His second burial came at the hands of rival clans, who resented his influence and conspired against him. They lured him into the tombs, where they waylaid him and sealed him beneath the earth. Rather than claw futilely at the rock, he turned his steps deep into the old passages and came across a place of power forgotten by the march of time. He meditated there, listened to the earth, found his way out again through narrow tunnels that no one yet living remembers, and sought out his betrayers to bring upon them a richly-earned vengeance.

    He had the armor made many years later, in anticipation of his third and final burial. It was carefully crafted of heavy, finely-pebbled leather taken from some unknown beast, the chest and shoulders reinforced with concealed soulsteel plates brought from the lands of the dead and hidden white jade links quarried from the cliffs below the city, then woven with enchantments to make it a vessel for spirits. The Shroud was to be a means by which he would make his presence felt even after his death and interment in the tomb he built within that ancient rediscovered manse. For a time it was. But as decades passed and his passions waned, the call of Lethe grew stronger. He made his voice heard by his descendants more infrequently, until finally they returned him to his resting place with all honors and sealed it forever. Now the Shroud has been reclaimed and borne into battle again.

    Evocations of the Three-Burials Shroud
    The Shroud resonates with the earth and with the dead. A Solar or Abyssal attuned to it can allow a dematerialized ghost or an earth elemental to inhabit the armor, becoming the Shroud’s tutelary spirit. Doing so creates a bond between the spirit and the wearer; it also allows a ghost acting in this capacity to treat the Shroud as an additional fetter, allowing them to reside within it and accompany the wearer into Creation even if they normally could not. This raises the Resolve of both by 1 against influence that runs contrary to the interests of the other, and creates a mutual Minor Tie of loyalty toward one another that persists as long as the attunement does. This Tie can be strengthened as normal, and doing so is required to unlock the Shroud’s most powerful Evocations.

    Note that the Evocations described below assume a ghostly spirit animates the Shroud. An earth elemental may awaken very different miracles.

    Ancestral Ward
    Cost: 2m Mins: Essence 1
    Type: Reflexive
    Keywords: Withering-only
    Duration: One turn
    Prerequisites: None
    Living essence enables the Shroud’s tutelary spirit to offer protection to their ward commensurate with the strength of their bond. This Evocation allows the wearer to increase their armored soak against all Withering attacks for the remainder of the turn by the strength of the Tie that joins them: 2 for a Minor Tie, 3 for Major, and 4 for Defining. If the strength of the Tie is not equal, the lower rating applies.

    Forbidden Ground Sentinel
    Cost: 5m Mins: Essence 2
    Type: Simple
    Keywords: Perilous
    Duration: One combat
    Prerequisites: Ancestral Ward
    The Exalt breathes in the scent of the soil beneath her, letting the Shroud resonate with the grim truth that every hill, every valley, every patch of earth in Creation is a battleground and a graveyard. This Evocation can only be used while the character stands upon earth, soil, or stone at ground level. So long as she remains on that earth, it is her battleground, and she gains a point of Initiative at the start of each turn. This effect ends if she is Crashed or if she moves (or is moved) to a different range band. The area affected can be expanded by watering the earth with an offering of blood - if the character kills a significant foe while this Evocation is active it grows to encompass the area within Short range of her position, allowing greater freedom to maneuver without ending the effect. This Evocation can be used only once per scene.

    Special Activation Rules: This Evocation can only be unlocked by a character who has strengthened the mutual Tie of loyalty with the Shroud’s tutelary spirit to the Major level.

    Tomb-Wraith Exhalation
    Cost: 6m Mins: Essence 3
    Type: Reflexive
    Keywords: Decisive-only
    Duration: Instant
    Prerequisites: Forbidden Ground Sentinel
    The final Evocation of the Shroud allows the character to clothe herself in the terrible inevitability of the grave, shaking the resolve of those who stand against her. This is a reflexive Intimidate action made when the wearer delivers a successful Decisive attack. Roll Charisma + Presence and apply it to all enemies within Medium range, ignoring the mass influence penalty. Opponents whose Resolve is overcome must either immediately flee the battle, or spend 1wp to remain and gain a Minor Tie of Fear toward the wearer. All targets whose Resolve is overcome, regardless of the result, lose 1 Initiative which is then gained by the wearer. Battlegroups must instead immediately check for Rout. Once per scene.

    Special Activation Rules: This Evocation can only be unlocked by a character who has strengthened the mutual Tie of loyalty with the Shroud’s tutelary spirit to the Defining level.
    Last edited by Ferryman; 02-04-2016, 09:26 PM.


    Share your wonders in The Artifact and Evocation Workshop

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    • #3
      First of all, thank you for making this! It can be hard not getting any feedback on this stuff and since I've been looking for some myself, I figured it makes sense to contribute as much as I can!

      I love your armor. Other than a spelling error on Withering in Ancestral Wind, it seems like an excellent example of Artifact 3. I was worried about the power of Forbidden Ground Sentinel, but it's a pretty punishing end criteria, moving any rangeband. So I think it probably works. I dig it, and expect to see some of my stuff get copied here over the next day or two.


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

      Comment


      • #4
        Affable Crag Leaves (Blue/White Jade Warfans Artifact ****)

        A match of wills, a contest of skills, only one may win. The great forging competition of Reylaam was renowned across the North. Once every 50 years, the most skilled and determined smiths of the land would travel to Reylaam and receive a challenge to craft an item of power, of beauty, of utility to display their prowess and prove themselves worthy of tutelage under the great Solar twilight Arcalon.

        Ganest was not the most renowned smith from her village, but she was determined. She was not the most skilled, but she was patient. She was not the most powerful, but she was blessed by the dragons. She persisted against the laughs and mockery of her peers and her betters and she entered the competition.

        The challenge was issued: A weapon grace and force. A tool of finesse and power. A compliment of two opposing forces and a divergence of similar sources. The challengers were then given 5 years to return with their results. Ganest was determined. And so she gathered ores of blue jade from the mines near her home and traveled to the Blessed Isle. There she find a mine of white jade and buried the blue jade amongst it. She placed prayer strips around the spot and channeled the ley lines towards that spot.

        Then she mined white jade from the mine and brought it home to her blue jade mine and repeated the ritual. She waited years, drawing out plans and gathering other agents, all the while mocked by her peers for not being already underway in her forging. Ganest persisted. In her fourth year, she gathered up the earth infused blue jade, and then the air infused white jade. She forged them into long panels and alternated them in sequences in old realm prayers to the elemental dragons of earth and air.

        The competition in Reylaam came and on display were a dozen artifacts of immense power, glittering with gold filigree, or glowing with unnatural colors. Ganest brought her war fans, unmarked with blue and white patterns that showed no formality or unnecessary expense. The breeze shifted as she displayed them through the air. Such simplicity and yet, such precision. Despite the lack of lavishness, they showed a thoroughness and thoughtfulness that moved mighty Arcalon so. He granted Ganest, the simple smith from the North, an apprenticeship.

        Affable Crag Leaves are a matched pair of Blue and White Jade artifact warfans. They have 2 hearthstone sockets, one in each fan at the base where it hinges. When opened, the air and earth begin to stir slightly.

        Evocations of Affable Crag Leaves

        When a Solar or Dragon-Blood attune to the Affable Crag Leaves, they gain power over the air and earth. As their advantage shifts in battle, the war fans react and fluctuate in strength accordingly. Unfolding the fans makes them begin to generate charges of elemental power based on their initiative state.

        When the exalt ends their turn at 9 or less initiative, they gain 1 Vortex charge. With each gathered Vortex charge, the exalt becomes surrounded by a flurry of wind that builds in strength. Loose clothes are whipped around in the wind and small items left unattached on surfaces nearby the exalt will fly around their position.
        • At 2 charges, the exalt’s movements are enhanced by buffeting winds. They may ignore 1 point of penalties to movement actions. For every charge above 2, they add a die to all movement actions.
        • At 5 charges, the exalt’s defense against ranged attacks increases by 1, as the winds knock projectiles aside.
        • Affable Crag Leaves cannot hold more than 5 Vortex charges
        When the exalt ends their turn at 10 or more initiative, they gain 1 Quake charge. With each gathered Quake charge, the ground begins to quake around the exalt, though this does not affect the wielder themselves. Small rocks and pebbles may begin to float around the exalt and cracks may break outward for their position.
        • At 2 charges, opponents in Close range must roll (Dexterity or Strength + Athletics or Dodge) versus difficulty 1 each round to avoid knockdown. For every charge above 2, the difficulty increases by 1.
        • At 5 charges, the range increases to Short, but the difficulty to avoid knockdown beyond Close range remains capped at 1.
        • Affable Crag Leaves cannot hold more than 5 Quake charges.
        Lacerating Gale

        Cost: 2m, 1 Quake charge Mins: Essence 1
        Type: Supplemental
        Keywords: Uniform
        Duration: Instant
        Prerequisite Charms: None

        The Affable Crag Leaves shape many things, the air least among them. Lacerating Gale allows attacks to be made up to Short range through gusts of cutting air.

        Alternatively, against an opponent at Close range, the exalt may create a massive gust of wind that changes the damage to bashing but knocks an opponent from Close range backward one range band.

        Once per round that Lacerating Gale is used, the Affable Crag Leaves builds a vortex charge.

        Carving Tremor

        Cost: 2m, 1 Vortex charge Mins: Essence 1
        Type: Supplemental
        Keywords: Dual
        Duration: Instant
        Prerequisite Charms: None

        The mighty war fans can shape earth as easily as the wind. Lashing out with a wave of cutting force, the Affable Crag Leaves rend the ground around their enemies causing small stones, sharp stalagmites, or coarse sand to rise up and strike the exalt’s foes. Add 2 dice to the raw damage of a withering attack. On a decisiveattack, convert 1 extra success on the attack roll to an automatic success to the damage roll.

        Once per round that Carving Tremor is used, the Affable Crag Leaves build a Quake charge.

        Terra Cyclone

        Cost: 5m, 3+ Vortex & Quake charges Mins: Essence 3
        Type: Simple
        Keywords: Decisive-Only
        Duration: Instant
        Prerequisite Charms: Lacerating Gale, Carving Tremor

        Channelling the accumulated power of the Affable Crag Leaves, the exalt moves heaven and earth with the might of her fans. By expending equal amounts of Vortex and Quake charges, with a minimum cost of 3 each, the exalt may choose a variety of outcomes:
        • Splitting the earth, the exalt carves a gorge between themselves and their foes beginning up to Short range away, extending to Medium range in width, and expanding Short range wide. This chasm is Extreme Range deep. If the exalt expends 5 charges instead of 3, the gorge begins Medium range away, extends Long range in width, and expands Medium range wide.
        • Cutting a close range circle around an individual foe, the fan hoists the ground beneath the target up, buffeted on a small cyclone, before disintegrating and dropping them. This resolves as an unblockable decisive attack, where the opponent tries to jump off the floating rock before it gains height. If the attack is successful, the earth will raise the target up to Medium range in height before disintegrating and dropping them to the earth below, forcing them to contend with falling damage. If the exalt expends 5 charges instead of 3, the height is increased to Long range.
        • Blasting their foes with a flurry of crushing rocks and piercing wind, the exalt unleashes a decisive attack against all foes within close range of each other and close range of the exalt. Against individuals, the exalt splits initiative as evenly as possible amongst all the targets. Battle-groups take a -1 Defense penalty against this attack. All targets struck are knocked prone. If the exalt expends 5 charges instead of 3, the exalt gains (Essence + 1) initiative to their pool for calculating damage and struck opponents are pushed back one range band.


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

        Comment


        • #5
          Crowning Coercion (Black Jade / Starmetal Goremaul ***)

          After the solidifying of the Shogunate era, the great Dragon-blooded general Han-Shu, veteran of the great war, went to the master smith of his armory and asked for one last miracle. Han-Shu had been friends with the steady Shal’atai for over a hundred years, and had grown reliant on her impressive patience and steadfastness in both smithing and friendship.

          Han-Shu asked for a weapon to strike fear into the hearts of the rogue spirits that roamed Creation. A symbol of order and obedience that would show the gods who ruled now. Shal’atai, who was nearing retirement, could not refuse her lifelong friend and accepted this one final task. Her earth-favored blood warmed at the thought of such a magnificent project.

          Journeying to the oceanic West, Shal’atai sought untouched sources of black jade. It took five years and many bloody battles with the savage lintha pirates and wyld beasts for her crew to find an untapped vein. However, she found that the jade lacked stability and melted to liquid within a day of being mined. So, the earth-aspect built a forge, there on a lone island. The jade needed to be worked immediately or else it would not survive.

          It took ten years to get the consistency right, and by the time she had, her pure vein of jade had run dry. Shal’atai despaired that her masterpiece may not be completed and she would fail Han-Shu, her friend. That night, a cloaked stranger entered the camp, wandering in from unknown parts. He offered friendly conversation and little else and was gone the next morning.

          No one could remember much more about the stranger, but Shal’atai discovered a rock of strange shimmering ore on her worktable. She had never seen such wondrous material before, but ask she worked with it, she found it perfectly suitable to complete her work. With fine filigree and grips of this strange star-like metal, the black jade goremaul was completed and gifted to Han-Shu as a retirement gift.

          Crowning Coercion is a black jade and starmetal goremaul, with two hearthstone sockets, one in the grip and one at the crown. It has been passed down through the ranks of Dragon-blooded for generations, often as a gift for military service, sometimes as a reward for accomplishments among the Immaculate Order. It is a weapon of those who would bring the gods and spirits of Creation to heel, and its reputation in those ranks is legendary.

          Evocations of Crowning Coercion
          Solars, Sidereals, and Dragon-Blooded who attune to Crowning Coercion learn Discarnate Prominence for free immediately.

          Discarnate Prominence
          Cost: -- (1m) Mins: Essence 1
          Type: Permanent
          Keywords: None
          Duration: Instant
          Prerequisite Charms: None

          Crowning Coercion is strongly attuned to the realm of spirits. It is naturally drawn to interacting with ethereal beings. As such, once Discarnate Prominence is learned, the goremaul permanently phases slightly out of sync with the material world. With this evocation, only the attuned exalt and immaterial beings can touch the Crowning Coercion, allowing the wielder to strike ghosts, gods, demons, and other immaterial creatures so long as they are not solid. Discarnate Prominence does not confer the ability to perceive immaterial beings.

          For a 1 mote surcharge, the wielder can force Crowning Coercion to solidify for an instant, allowing it to interact with the material world.

          Resounding Summons
          Cost: 5m Mins: Essence 1
          Type: Simple
          Keywords: None
          Duration: Instant
          Prerequisite Charms: Discarnate Prominence

          The exalt strikes Crowning Coercion against a surface, and a resonating bell tone resounds through the air. This evocation emanates the exalt’s will into the air, making it a command. The exalt rolls an instill action with (Essence) automatic successes against all spirits within medium range. This instill action suffers no penalties for multiple targets and treats the targets as playing upon a minor intimacy in the roll.

          Each affected spirit is given a minor Intimacy of awe, curiosity, fear, respect, or another emotion as appropriate towards the weapon and its wielder. Spirits are compelled to somehow make their presence known to the exalt, though they do not have to materialize to do so. The wielder of Crowning Coercion may play upon this intimacy with further social influence.

          If the exalt strikes Crowning Coercion against a material with properties pertaining to the spirit’s purview or component essence (such as a tree for a wood elemental, or a riverbank for that waterway’s resident God) this Intimacy forms as Major. If the exalt strikes the root of the spirit’s power (such as the entrance to god’s sanctum or a ghost’s material corpse/grave) the given Intimacy forms as Defining.

          If not acted upon, this Intimacy fades at the end of a scene. However, if the spirit is convinced the exalt is worthy of this emotion, it could become adopted by the spirit.

          Primal Duress
          Cost: 4m Mins: Essence 2
          Type: Supplemental
          Keywords: Decisive-Only
          Duration: Instant
          Prerequisite Charms: Resounding Summons

          The weapons of the gods are feared by the gods. Primal Duress grants a decisive attack double 10’s.
          If the target has an Intimacy granted by Resounding Summons, the attack ignores hardness equal to the strength of the intimacy. Furthermore, this intimacy is increased in intensity once per round that Primal Duress is successfully inflicted upon them. If the Intimacy is already at Defining, a further blow extends the duration of the Intimacy to a full day.

          Supernal Mandate
          Cost: 6m, 1wp Mins: Essence 3
          Type: Simple
          Keywords: Decisive-Only
          Duration: Instant
          Prerequisite Charms: Primal Duress

          Crowning Coercion is more than a mere tool of the chosen, it is a symbol of their authority. The goremaul and its wielder commands the gods themselves. By activating this evocation, the hammer glows with silver-blue light and nearby targets with a Defining Intimacy inflicted by Resounding Summons instinctively know they have a choice. The exalt will swing that hammer and the target can either swear an oath of service to the exalt that lasts up to one month, or suffer the wrath of the Crowning Coercion.

          If they accept the oath, the hammer inflicts no damage upon impact, but instead reforges the Intimacy created by Resounding Summons. It becomes binding similarly to an Eclipse caste oath, and any social influence that contradicts the Intimacy becomes unacceptable influence. If the target refuses the oath, the hammer smashes into them with terrible wrath, dealing aggravated damage and adding (Essence) automatic successes on the damage roll.


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

          Comment


          • #6
            Seething Drake (Artifact 3) - Red jade daiklaive
            Forged by the same smith who wrought the famous powerbow Ashwright, this daiklaive is a relic of House Cathak. It's razor-sharp blade is etched in patterns reminiscent of cooling lava flows and thrums with searing power that grows as battle rages and the pulse of violence stirs it to wakefulness. The spirit of the weapon lives and moves in its core, and can sometimes be glimpsed in the patterns of light and shadow that twist within it by the observant.

            Evocations for Seething Drake
            An attuned Terrestrial or Solar wielder of the weapon who uses it to successfully parry a flame-based attack may absorb the energy of the attack, immediately setting the bonus of the daiklaive’s first Evocation to +3.

            Salamander Tail Stroke
            Cost: 1m Mins: Essence 1
            Type: Supplemental
            Keywords: Withering-only
            Duration: One turn
            Prerequisites: None
            This Evocation causes a plume of flame to trail after each sweep of the blade, adding +1 damage to Withering attacks for a turn. Each consecutive turn this Evocation is used increases the bonus by one, to a maximum of +3. As the bonus climbs, the plume grows longer, hotter, and more impressive. The bonus will reset to +1 after any turn in which the cost of this Evocation is not paid, or after either of the subsequent Evocations is used.

            Dragon Tongue Caress
            Cost: 4m Mins: Essence 1
            Type: Supplemental
            Keywords: Decisive-only
            Duration: Instant
            Prerequisites: Salamander Tail Stroke
            As Seething Drake falls it spills its flame into the wound, searing flesh and bone. This Evocation grants double 10s on a Decisive attack. If Salamander Tail Stroke was used in the previous turn, it adds the prerequisite's bonus in additional Decisive damage dice, then resets the bonus to +1.

            Jilted Forge Reprisal
            Cost:
            3m Mins: Essence 1
            Type: Supplemental
            Keywords: Decisive-only
            Duration: Instant
            Prerequisites: Salamader Tail Stroke
            The dragon within the blade lashes out, breaking shields and shattering lesser implements. This Evocation enhances a Disarm Gambit. If the Disarm is successful, mundane weapons are destroyed entirely. If Salamander Tail Stroke was used in the previous turn, add that power's bonus as additional dice on the Gambit’s Initiative check. The bonus then resets to +1.

            Wake the Flame
            Cost: 8m, 3a Mins: Essence 3
            Type: Simple
            Keywords: Counterattack, Decisive-only
            Duration: Indefinite
            Prerequisites: Dragon Tongue Caress, Jilted Forge Reprisal
            The wielder pours his awakened anima into the daiklaive, animating the eponymous spirit of the blade and giving it form as a long, sinuous serpent carved of flame. The serpent coils about its wielder, automatically striking at any enemy who attacks him. This is resolved as a Decisive Melee counterattack with 8 dice and a base damage of 5 that can only be enhanced by other Evocations of Seething Drake. On a successful strike, the serpent deals normal damage and then is seen to surround the target, at which point it bursts into flame. This is treated as an environmental hazard equivalent to a bonfire that persists for three turns, affecting only the struck enemy. The serpent will attempt to counter every Close range attack until it successfully immolates a target. This Evocation can only be used once per scene, but can be reset by slaying the opponent struck - the drake emerges from his gaping, fire-scarred mouth and returns to the blade, ready to be awakened again.

            Special Activation Rules: The final Evocation of Seething Drake can only be awakened after the wielder faces and slays a significant enemy in single combat, relying primarily (or only) on the daiklaive to secure victory. Doing so kindles the drake to wakefulness, and ever after it will urge the wielder to greater and more glorious feats of danger and heroism.
            Last edited by Ferryman; 04-19-2016, 05:03 PM.


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            • #7
              Emancipation, End of Servitude
              (Soulsteel Grand Grimcleaver, Artifact •••)
              Category
              Acc
              Dmg
              Defense
              Overwhelm
              Attune
              Tags
              Grand Grimcleaver
              +1
              +14
              +0
              5
              5
              Lethal, Melee, Chopping, Reaching, Two-Handed

              History
              The Mask of Winters tells all those that come into his service that they will serve forever, not even death can release them. So the Deathlord goes to great effort to break the spirits of those that resist him, and for those that dare to run… he reserves a particularly morbid fate. The Mask of Winters keeps a small army of master trackers, both living and dead, in his service for just such an occasion. All who run from the Deathlord are eventually return in chains, and they are almost always brought back alive. For a year and a day he tortures them, and each day he comes up with a new way to torment them. With their spirits broken, he parades them at parties and social events as a warning to those that might think of running. Then he ritually murders them and summons their spirit with necromancy, binding the ghost to walking the Deathlords Domain and tell each citizen the ghost comes across its tale of woe. When every soul (living and dead) within the Deathlords domain has hear the tormented souls tale, the soul returns to the deathlord to be forged into soul steel.

              From the Soulsteel of these tormented souls the Mask of Winters himself forged the Grand Grimcleaver "Traitors Eternal Remorse." In Hubris or Folly, the Deathlord forged the heart of the Axe from Soulsteel Made from a broken Solar Hero. While he created the blade for one of his favorite deathknights, the Axe was destined for another.

              As the city of Thorns lied under siege, a brave group of mercenaries saw an opportunity to break the lines and search for help from the Council of Rivers. The opportunity was a trap meant to slay the last defenders of Thorns to break the cities spirit. The Deathknight laughed as he toyed with the mortals before slaying them… until one grasped the Deathknights Axe. In that moment, the Unconquered Sun chose that mortal and exalted him. The newly exalted Dawn Caste took the blade from the Deathknight with ease.

              Feeling the unbroken spirit of another Solar, a former slave himself, the souls within the Axe stirred and rekindled their spirit of resistance. For not all the spirits forged within the blade were truly broken, and their whispers for vengeance became a chorus. This chorus of whispers reminded the solar hero, forged into soulsteel, at the heart of the Axe, that it was not as broken as the Mask of Winters Believed. Where most soulsteel weapons whispers indecipherable moans of their torment, the Traitors Eternal Remorse whisper chants of Emancipation! The End of Servitude!

              Appearance
              The Grand Grimcleaver is a Soulsteel Haft etched with silver and Iron. The Bulk of the blade is magically reinforced transparent Obsidian, but the Obsidian bladed is laced with Soulsteel and the edge is entirely composed of soulsteel. The Etched with Moonsilver into the Haft of the blade is a tale of torment that one of the damned souls within the blade suffered at the hands of the Mask of Winters. Each day at nightfall, the moonsilver scripture re-arranges itself to tell a new tale. When the blade draws blood, the scripture on the hilt bleeds. When a Solar channels essence through the blade, a scripture appears over the moonsilver blood writing, blazed in solar light tales of how the souls within resisted the mask of winters appear over the moonsilver scripture.

              Evocations of Emancipation
              Emancipation has three hearthstone sockets.
              While the blade of the axe is forged of Soulsteel, the head of the axe is forged of magical Obsidian glass. If the wielder looks through the glass they can see and speak to any dematerialized Ghosts. As long as the wielder doesn't lose sight of the Ghost(s) he can interact with them as if it they materialized, this extends to striking the spirit with the soulsteel Axe. Ghosts seeking to hide from the Wielder in combat must re-establish stealth or achieve 100% cover.

              End of Servitude
              Cost: 3m; Mins: Essence 1
              Type: Reflexive
              Keywords: None
              Duration: One Scene
              Prerequisites: None
              The Blade expands the wearer's senses so that he can see sorcerous binding of necromancy. The binding appear to the wielder as green chains of pyre flame that connect a necromancer to the Ghosts he has bound. If the Ghost is bound to a task or place, the Pyre Chain instead is bound to something more relevant.
              Emancipation can cut through these bindings as easily as it can cut through the ghosts. Breaking the binding is functionally similar to distortion in sorcery (Core 466), but has no terminus and the wielder doesn’t need to be initiated into the necromantic circle. The wielder makes attacks with the axe against the sorcerous binding using Intelligence + Occult, which can be enhanced by Charms, at a difficulty of the the spell used to bind the ghost: 1 for shadowlands circle, 3 for Labyrinth Circle, 5 for Void Circle. The Wielder must acquire a number of successes equal to the essence of the Ghost and the Necromancer.
              Cutting the Sorcerous Binding free’s the ghost from the necromancers control.

              A Debt To Be Repaid
              Cost: 10m; Mins: Essence 1
              Type: Reflexive
              Keywords: None
              Duration: 1 year, 1 day
              Prerequisites: End of Servitude
              When a sorcerous binding of a Ghost is cut, Emancipation can conscript the ghost to indentured servitude. Essence illuminates the sorcerous binding that held the ghost to the necromancers will. The loose binding moves toward Emancipation and entangles itself around the blade by the end of the current turn. The Ghost becomes immediately bound to serve the wielder of Emancipation and will fight alongside the wielder if they are in combat. The Ghost is bound to the Axe for a year and a day, After which the Ghost is set free with his debt of service repaid. For all intents and purposes, the ghost acts as if he was summoned by the wielder with necromancy.
              Ghosts who serve a Solar find themselves redeemed and cleansed of any taint related to oblivion at the end of their service. Ghosts that serve an Abyssal find themselves thoroughly corrupted by the void and emerge as servants of oblivion.
              Most Ghosts become part of a Battle-Group of Warghosts with elite Drill that can be summoned by the wielder of the Axe, the magnitude of this unit can fluctuate over time, but is generally around Size 2-3, unless the wielder does “aggressive recruiting” and should be expected to pay experience to increase the size of the unit.
              Significantly powerful ghosts might act as singular characters outside the battle group, but such ghosts should be purchased by the player as retainers or allies, with experience. Particularly skilled groups of ghosts might be “recruited” by purchased them as followers or a mentor. Not all ghosts bound to emancipation are recognized for their talents, so it is reasonable for the wielder to “discover” ghosts with useful skills by spending experience to buy them as a merit.

              Ride the Spirit Walker
              Cost: 2m; Mins: Essence 1
              Type: Simple
              Keywords: None
              Duration: While Committed
              Prerequisites: None
              The wielder can commit 2 motes to reinforce the sorcerous link of any ghost bound to Emancipation. When the wielder look through the obsidian glass of the axe blade, they can focus their senses and share the senses of any ghost bound to it. The wielder can use any of the ghosts senses, which while muted, allow the wielder to perceive everything as if he were with the ghost. The wielder does not actually use the ghosts senses, but instead uses his own through the ghost as a conduit and may enhance them with appropriate charms. The Wielder may also speak to the ghost or speak through the ghost, but social attacks cannot be enhanced with the wielders charms.

              Ties that Bind
              Cost: 10m; Mins: Essence 2
              Type: Simple
              Keywords: None
              Duration: Variable
              Prerequisites: A Debt To Be Repaid
              There is more than one way to repay a debt, and not all service should come through bloodshed. The Wielder of Emancipation can transfer his debt to another person or task. The Wielder calls forth the ghost he wishes to repurpose and spends 10 motes to charge the sorcerous binding with essence. The Phyric Chains become visible and loosen from the Axe, the wielder speaks aloud the new task the ghost will perform and then touches Emancipation to the person it will serve or the place it will perform it’s task. The Phyric Chain releases from emancipation and binds itself to the new master or task before fading from view. Ghosts reassigned to a new task serve out the remainder of their debt, but it is not extended by changing tasks.
              Ties That Bind also grants the wielder the ability to spend 10 motes on a willing ghost to permanently bind the ghost to wielders service. The Ghosts fetters fall away and are replaced by new fetters that bind them to the axe and make them desire to serve loyally. The ghost must be willing, but only the most willful or prideful ghosts refuse to extend their “term of service”. In game terms, unless the ghost is a significant character such as the Council of Thirteen or a powerful ghost such as the Emissary of Righteous Victory, it should accept the offer. If a player has paid experience for one such ghost, it should generally be willing to accept the offer or remain in his service unbound.
              Note: As long as the task is in service to the wielder, such as guarding his manse or working in his workshop, Ghosts bound to permanently serve the wielder can be assigned to tasks on a permanent basis using this charm.

              Shatter the Onyx Caging
              Cost: —; Mins: Essence 3
              Type: Permanent
              Keywords: None
              Duration: 1 year, 1 day
              Prerequisites: A Debt to be Repaid,
              This evocation permanently upgrades the prerequisite A Debt To Be Repaid so that the user may commit the 10 motes and gain it’s effects for the Scene. Doing so allows the wielder to bind any ghosts they free with the evocation End of Servitude. It also allows the wielder to target battle groups adding the units magnitude to the total number of successes to free the Ghosts.

              Loose the Fetters
              Cost: Variable; Mins: Essence 3
              Type: Reflexive
              Keywords: None
              Duration: Instant
              Prerequisites: Ties that Bind
              Sorcerous Bindings are not the only thing Emancipation can free, the Blade can be used to sever the fetters that keep ghosts from moving on to the next life.
              Upon successfully striking a ghost with a withering or decisive attack that deals more post soak damage dice than the target ghosts essence, the wielder may spend 10m and waive the damage to charge the Ghosts fetters with essence. The fetters that keep the ghost tied to the world illuminate as chains of pyre flame reaching out to the things they care about. The wielder of emancipation gains immediate knowledge to every fetter the ghost possesses, as if the wielder had succeeded on a read intentions action to discern the ghosts fetters.
              Thereafter the wielder may use Melee+Intelligence, which may be enhanced by charms, to strike the ghosts fetter’s. Upon successfully striking a fetter, the solar may pay 4m to absolve the fetter. The Wielder may choose to pull a blow, reducing the fetter to the lowest level of intensity instead of absolving it outright. Ghosts will always attempt to defend their fetters with their full defense value, but tend not to hold a grudge over lost fetters they can no longer care about.

              Outside of combat, this charm enables the wielder to focus his senses through the axe upon a specific ghost, which doesn’t need to be bound by necromancy. The wielder can make read intentions actions using Wits + Occult, that can be enhanced by charms, to discover the ghosts fetters. Once discovered, those fetters can be cut as if the wielder had discovered them in combat.
              Peaceful ghosts freed from their fetters pass on into the lethe, but ghosts tainted by the void are met only by oblivion.

              Blocked Passage
              Cost: 5m 1wp; Mins: Essence 4
              Type: Simple
              Keywords: None
              Duration: while committed
              Prerequisites: Loose the Fetters
              After completely absolving a ghost of all it’s fetters, the wielder can pay 5m 1wp to create a temporary fetter that lasts as long as they keep essence committed. The temporary fetter bars the ghosts passage to the great beyond and subjects it to the wielders will. The Wielder and others may speak with and make social against the ghost. The wielder may also choose how the ghost passes out of this world. The Wielder can send ghosts tainted by the void, such as nephracks, to lethe and send peaceful ghosts into oblivion. Alternatively the wielder may choose to enter a contest of will to bind the unwilling ghost to the Axe. Doing so mirrors the relevant necromancy spell required to do so.
              This charm also enhances Loose the Fetters so that it’s effects can be applied uncontested to any ghost bound to Emancipation at any time. The wielder can choose to release his bound ghosts with their fetters intact, or he can send them to the lethe or oblivion.

              Last Service
              Cost: 20m 1wp; Mins: Essence 4
              Type: Simple
              Keywords: None
              Duration: One Scene
              Prerequisites: Loose the Fetters, Ride the Spirit Walker
              When using the evocation Ride the Spirit Walker, the wielder can channel his very soul into the ghost. The Wielder's Soul and Exaltation bloat the Ghost and fill it with power. Doing so utterly destroys the ghost whose spirit the wielder was riding. Much like a butterfly bursting out of a cocoon, the wielders Po souls bursts forth from within the Ghost as it’s ectoplasm shreds apart.
              • It has any Abilities the Wielder has.
              • Add (Essence x 3) to its base claw damage(17) and its soak(3).
              • Add (Essence) to its Strength (6) and Stamina(4), and its number of -2 health levels(2).
              • Add (Essence/2, round down) to its Dexterity(4) and Wits(3) and to its number of -1 health levels(2).
              • Add (Essence/3, round down) to its Intelligence(1) and Essence(1) and to its number of -0 health levels(1).
              The Wielder places it’s mind within the Po and is in complete control of it, but is also completely unaware of events surrounding the wielder's body. If the Wielder takes a single health level of damage while riding the Po, the evocation ends and the wielder’s mind is forced back into it’s body as the Po is dissolved into smoke. While riding the Po, the wielder can use their essence pool to power any charms they know on the ghosts behalf. If the Po Ghost is destroyed, the wielder loses a permanent point of willpower.

              The Final Charge
              Cost: 30m 1wp; Mins: Essence 5
              Type: Simple
              Keywords: None
              Duration: One Battle/Scene
              Prerequisites: Last Service, Shatter the Onyx Caging
              The Wielder of Emancipation utters a prayer of forgiveness to those that have served him. For what the wielder does next is a complete and utter betrayal of their trust they put in the wielder. The Exalt then focuses all his inner might and forces it through Emancipation to all of the loyal ghosts bound within. The Ghostly Horde is called forth screaming in agony as the might of the Exalted surges through them, bloating them with power. The War Ghost Battle-Group is set to Might 5 giving the unit +5 Accuracy, +5 Damage, and +3 Defense. At the end of the battle the entire unit is permanently destroyed, fed to the void bringing all creation closer to oblivion.

              Special Activation Rule: This evocation does not need to be purchased before it can be used. It is a weapon of last resort intended to save a lost cause.It can therefore be activated at anytime, as long as the Wielder knows the pre-requisite evocations. The Exalt must pay the experience cost immediately, but is permitted to go into experience debt to do so.
              Last edited by QuorumOf4; 02-05-2016, 12:04 PM.

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              • #8
                Demon Grasping Claws (Artifact •••)
                Category Acc Dmg Defense Overwhelm Attune Tags
                Razor Claws
                +5
                +10
                +0
                3
                5
                Lethal, Brawl, Worn, Concealable

                History
                Long Ago in the First Age, a brutal Solar Warlord looked back on his life of violence with remorse. He swore to change his ways and dedicated his life to peaceful meditation. Not all of those he wronged were willing to forgive. A Griefstruck Dragonblood embittered over the loss of his family swore revenge upon the reformed solar warlord. The Dragonblooded prayed for vengeance to dark powers and found what he sought. The Yozi, whose hatred of the Exalted knows no bounds, transformed the Dragon-Blood into an Akuma and gifted him with the power to destroy the Solar. The Dragonblooded dedicated every waking moment to summoning demons to send after the Solar and all he once loved. The Solar, trying to keep to his oath of peace traveled to the far corners of creation to avoid fighting the demons. Finally, he sought to hide in the depths of the deepest ocean where he believed he would find peace, but the demons found him even there. In that moment, he realized there could be no peace until he dealt with the demons he created. At the bottom of the deepest ocean he forged the Demon Grasping Claws to battle the ever growing number of demons hunting him. He broke his oath and returned to his life of violence, battling each demon until he confronted the Akuma in Hell itself. The Solar was never seen again, but the Demon Grasping Claw would continue to emerge through history to slay bound demons of evil men.

                Appearance
                A pair of gloves made of the darkest leather, skinned from a great serpent trapped in the deep tides of the Western Sea for a thousand years, they’ve been lined and run up the arm with translucent scales of black jade, talons extend beyond and above each finger, themselves by turns shining and drinking in the light.
                On inspection the talons are made of thin strands of Orichalcum and bands of Malfean Steel, seeming to writhe or boil together. If you peer into the underside of each claw, delicate prayers have been carved in painstaking detail and filled with the melted down teeth of three greater demons. The claws crave to unmake, sending citizens of Malfeas and the immaterial back to their plane, they grow warm to touch in the presence of those not of this plane.
                .
                Evocations
                A Solar who attunes to the Demon Grasping Claws gain the evocation Warden Shackles the Dreamerat no cost.

                Warden Shackles the Dreamer
                Cost: 5m Mins: Essence 1;
                Type: Simple or Reflexive
                Keywords:
                Duration: While Committed
                Prerequisite Evocations: None
                Demon Grasping Claws know that bound spirits are nothing more than pawns. The wielder of Demon Grasping Claws can reveal the pawns used by a specific summoner so they may hunt down. The wielder must possess something that can be used to forge a sorcerous link to summoner. The wielder spends 5 motes and performs ritualistic chants, meditation, or performs an occult ritual using the Demon Grasping Claws to forge a sorcerous link between the claws and the summoner. The process takes about 20 mins and consumes whatever was used to forge the link.
                As long as the essence remains committed, the wielder of the Demon Grasping Claw can see and interact with any spirits that have been bound to the summoner. Bound spirits, even those dematerialized become valid targets for tracking. Dematerialized Bound Spirits linked to the summoner can be attacked as if they were material.
                Note: The Storyteller is encouraged to be open minded on what can be used as a valid target. Anything that can be used as a sorcerous link to cast spells can be used in this ritual. Material Components are consumed in a blaze of fire, while knowledge is forgotten and cannot be re-learned by the wielder as long as the essence is committed.
                Special Rule: If the Demon Grasping Claws successfully deal damage to a bound spirit during combat, the wielder becomes reflexively aware of the sorcerous link and may activate Warden Shackles the Dreamer reflexively for five motes without performing a simple actions to bind the claws to the summoner. Activating the charm in this way does not consume anything, it merely uses the existing sorcerous link between the summoner and it’s bound spirit

                Rending Ersatz Stroke
                Cost: 3m Mins: Essence 1
                Type: Supplemental
                Keywords: Withering Only
                Duration: Instant
                Prerequisite Evocations:Warden Shackles the Dreamer
                On a successful Withering attack Demon Grasping Claws drains motes from a summoned creature equal to the summoned creature’s essence. If the Wielder of Demon Grasping Claws has a higher permanent essence than the Summoner of the Bound Spirit, The Wielder drains additional motes from the target summoner essence pool equal to the difference in permanent essence betweens the summoners.
                Special Rule: If the target summoner is not present then Rending Ersatz Stroke requires identification of the summoned spirit by (Intelligence+Occult) roll on the first attack with a difficulty of the summoned creature’s [Permanent Essence? (First Circle 2-3, Second Circle 5-7, Third Circle…?)]. The wielder is unable to utilize the second component of the evocation, draining motes from the summoner, if the summoner is not present.

                Inspiration Draining Backlash
                Cost: 4m Mins: Essence 2;
                Type: Reflexive
                Keywords: Withering Only
                Duration: Instant
                Prerequisite Evocations: Rending Ersatz Stroke
                On a successful Withering attack against a summoned entity, activate charm to cause unrolled post soak damage to drain an equal amount of initiative from the summoner. The target summoner can counteract the lost initiative by spending essence equal to twice the initiative that would be lost. If the summoner cannot pay the full amount in essence, then he must take the initiative loss.

                Unraveling Command
                Cost: Variable M 1wp Mins: Essence 3;
                Type: Reflexive
                Keywords: Decisive Only
                Duration: Instant
                Prerequisite Evocations: Inspiration Draining Backlash
                Wielder of the Demon Grasping Claws may reflexively activate Unraveling Command on a successful decisive attack against a bound spirit if the spirit or the spirit’s summoner is in initiative crash. Before Damage is rolled, the wielder spends motes equal to 3x the bound spirit’s permanent essence and the Spirit is instantly destroyed. Demons, Ghosts, Elementals, and Gods will reform unbound in a year and a day in their respective domains (Ghosts = Underworld, Demons Malfeas, Elementals= Creation, Gods=Yu-shan), but Fair-Folk are destroyed permanently. Destroying the Spirit sends a backlash through the sorcerous link that deals initiative damage equal to the destroyed spirits remaining health levels. This initiative isn’t gained by the Wielder of the Demon Grasping Claw, but they gain the normal bonuses if they cause an initiative crash. If the Summoner of the destroyed spirit was already in initiative crash, it extends the time the sorcerer will remain crashed by a number of rounds based on the destroyed spirits permanent essence (1-3) 1 Round, (4-6) 2 Rounds, (7+) 3 Rounds.

                To Crash Against the Gates of Heaven
                Cost:—; Mins: Essence 4;
                Type: Permanent
                Keywords: Upgrade
                Duration: N/A
                Prerequisite Evocations: Unraveling Command
                This evocation permanent enhances Unraveling Command. When Unraveling command is activated multiple times in the same scene, any cost payed in previous activations is waived. This allows the wielder to dispel multiple bound spirits with permanent essence equal to or less than the permanent essence of any single spirit previously destroyed in the scene. Alternatively if the wielder uses unraveling command to destroy a bound spirit of greater permanent essence than one previously destroyed in the same scene, the wielder pays the difference, instead of the full cost.
                This upgrade also makes Battle-groups composed primarily of bound demons a valid target for Unraveling Command. Upon striking a battlegroup owned by an initiative crashed sorcerer, the attacking player can activate Unraveling Command and pay 3x the permanent essence of the battle group in motes. The essence spent to destroy the first spirit is recycled until all spirits are destroyed. The battle group is instantly destroyed in a chain reaction of essence dispersal.
                Example 1: If you Dispel Blood Ape 1, the cost to dispel blood ape 2 is free. If you dispel Blood Ape 1, then wish to dispel Octavian the living tower, you only pay the difference in cost between the blood ape(essence 2) and octavian (essence 6). Since the difference is 4, you must pay an additional 12 motes to dispel Octavian and Bound Spirits of Permanent Essence 6 or less become free for the remainder of the scene.
                Example 2: A Infernal Sorcerer has summoned and Bound a Size 6 unit of demons. While the Summoner is iniative crashed by your dawn caste ally, you strike his demon army and spend 6m (Blood Ape Essence of 2 x 3m) and the entire blood ape army is instantly destroyed, but the storyteller might describe them running and screaming as they are dispelled before the end of the round.

                Hellforged Compass
                Cost:; Mins: Essence 4;
                Type: Reflexive
                Keywords:
                Duration: While Motes are Committed
                Prerequisite Evocations: Unraveling Command
                Summoners often send bound servants to do their dirty work without having the courage to stand besides their enslaved spirits. This evocation allows the wielder to learn the summoners location. When the wielder activates Unraveling Command to destroy a bound spirit, the Wielder can choose to commit the essence spent until they choose to release it. Committing the essence forges a link between the wielder and the Summoner of the Destroyed Spirit.
                At any time the wielder may take a simple action to focus on the link and gain a sense to the summoners current location. As long as the essence remains committed, the wielder has a general idea of where the summoner is, this always includes what realm of existence (Creation, The Wylde, Yu-Shan, Malfeas, or even within Autochthon). As long as the wielder and the summoner are in the same realm (creation and the Wyld count as the same realm), the wielder gains a perfect directional sense to locate the summoner. The Wielder always knows which way to travel towards the summoner and gains the destroyed demons permanent essence in automatic successes to navigate towards the summoner or retrace the wielders steps should they become lost.
                Should the wielder come across an obstacle that obscures the summoners location, such as entering the labyrinth of the underworld or a manse deep beneath the earth, the wielder may focus on the link to roll his his Intelligence + Occult, which may be enhanced by charms, adding the destroyed demons essence in automatic successes against the a difficulty of the summoners permanent essence. Each success past the difficulty allows the wielder to learn one valuable piece of information on how to get to the Summoner.

                Note 1: There is nothing to prevent the wielder from activating this effect on a summoner that is present in the scene where the demon is disbanded. The wielder could activate this charm and let the summoner flee so they can track them down later.
                Note 2: Essence committed in this way does not allow the wielder to use the effect of Crash Against the Gates of Heaven in a new scene.
                Note 3: Magic that protects against scrying adds the the permanent essence requirement of the charm or spell to the difficulty of rolls to navigate to the summoner.

                Charge the Gates of Hell
                Cost: 10m 1wp; Mins: Essence 5;
                Type: Reflexive
                Keywords:
                Duration: One “Dramatic” Scene
                Prerequisite Evocations: Hell Forged Compass
                Upon Committing the motes to use the evocation Hell Forged Compass and discovering the Summoner is in a different realm of existence (Malfeas, Underworld, Yu-Shan, but the Wyld and Creation are the same plane). The Wielder may immediately strike the sorcerous link and spend 10 motes of essence and 1wp to tear a hole in the fabric of reality that leads directly to the summoner. If the wielder hesitates, the spirit's essence will dissipate and this charm cannot be activated until another bound spirit is slain. The wielder has enough time to call his allies to enter the portal after him, but the wielder cannot wait for them and MUST immediately enter the portal if it is to stay open. The tear remains open for a dramatically appropriate amount of time, always enough for the wielder’s companions to pass through (assuming the travelers do not hesitate and are not delayed for more than a few moments). Anyone, friend or foe can travel through the portal while it’s open, it almost always stays open long enough for the wielders last companion to leap through in the nick of time. If companions engage in a length debate or are delayed more than 5 combat rounds, they are left behind.

                Note 1: The wielder MUST be the first person through the portal, anybody entering the portal before the wielder can wind up anywhere in the target realm of the summoner.
                Note 2: This charm can ONLY be used if the wielder and summoner are in separate planes of existence. The rules and principles of reality are much looser when moving between planes of existence and this evocation exploits that.
                Note 2: The wielder can release the essence committed to Hellforged Compass is not needed for this evocation. The wielder can keep or release it, but it’s generally advised to keep the essence committed in the event players have to chase the summoner through another realm of existence.
                GM Advise: The portal is not generally envisioned for transporting battle-groups, but it is an essence 5 charm. Conservative GM’s may want limit the portal to a single allied battle-group of size 3 or less.
                Last edited by QuorumOf4; 02-05-2016, 12:02 PM.

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                • #9
                  Originally posted by QuorumOf4 View Post
                  Emancipation, End of Servitude
                  This is super cool. I also think it's probably an Artifact 5. Definitely higher than 3.


                  Share your wonders in The Artifact and Evocation Workshop

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                  • #10
                    Torrid Omen (Orchalcum/Red Jade Longfang ****)

                    Just before the Shogunate age, a great kingdom spanned the jungles of the south. The Zandali were a tribal people who worshipped animal gods and elementals who protected their lands. Through an ancient pact, the shaman of the tribe channeled the prayers of millions to these fierce spirits, who in turn empowered and facilitated the artifacts that made Zandala an arcane paradise. Savants from everywhere came to study from the works these spirits forged through working in tandem.

                    Zul’maka, a twilight and a brilliant smith from the Zandali tribes, apprenticed herself to the ifrit Jin’rokh, the Burning Sign, to learn the secrets of fire and sorcery. After years of study, Zul’maka set her accumulated knowledge to task and forged a great spear as a gift for the sorcerer chief of the Zandali.
                    The orichalcum that made the shaft of the blade was created in magical suspension, the sorcerous essence that infused every fiber of it untainted by mortal hands before it was forged. Leveraging her teacher’s wisdom, Zul’maka whispered the incomprehensible language of the Ifrits and its words became engraved along its length. The red jade spearhead was taken as close as Zul’maka could get to the elemental pole of fire, a journey that took her a year, and buried in the molten earth. For 3 days, the twilight fought off primal fire elementals defending their land as the spearhead tempered. Finally, after returning to Zandali, she bound the shaft to the spearhead with 3 strands of hair from her master Jin’rokh’s head, as he granted his blessing upon the weapon.

                    The Zandali chief never received Torrid Omen, as the war between the Solars and the Dragonblooded began that very morning and Zandali was annihilated. Jin’rokh saved the longfang from the battle and has kept watch over it until a worthy apprentice could prove equal it its use.

                    Torrid Omen is a fiery longfang that also acts as a sorcerous channel. It has two hearthstone sockets along the shaft. Those who are initiated into sorcery will make the best use of this artifact.

                    Evocations of Torrid Omen
                    A Solar or Dragonblood who attunes to Torrid Omen gains 1i extra on a successful withering attack against a target who did a shape sorcery action in the past round, or if the exalt is within medium range of an external source of fire. These conditions do not stack and can only be awarded once per round.

                    Blazing Augury

                    Cost: 1wp Mins: Essence 1
                    Type: Simple
                    Keywords: None
                    Duration: One Scene
                    Prerequisites: None

                    By touching the red jade head of the spear to any open flame and expending a point a Willpower, the exalt awakens Torrid Omen, causing the spearhead to begin to glow as hot coals. This is a simple action that cannot be flurried. Once Blazing Augury is activated, Torrid Omen will begin to heat up, and draw in the ambient essence from Creation.

                    The spear immediately generates a single ember mote and another mote every following round of combat. These ember motes are stored within the orichalcum shaft of the spear and can be used to fuel the evocations of Torrid Omen, or be unleashed by Incantation Ignition. Torrid Omen cannot hold more than 20 ember motes.

                    As the spearhead gains in power, the glow and heat from the speartip increases as well. Upon activation it glows faintly like embers. For every 5 ember motes Torrid Omen gains, alleviate 1 point of penalty for low or no-light conditions due to the brightness of the speartip.
                    • At 10 ember motes, Torrid Omen can set fires with contact to a flammable object. -1 penalty to Stealth attempts.
                    • At 15 ember motes, the spearhead will actively burst into smokeless flame and acts as a bonfire. Successful strikes make opponents roll against environmental damage. -3 penalty to Stealth attempts.
                    • At 20 ember motes, the spearhead glows almost white-hot even the exalt can barely look upon it. Opponents attacking the exalt from close or short range take a -1 die penalty to attack if they rely on sight, due to the blinding light. Opponents further away from that gain a +1 die bonus, as the spear makes him a beacon. Stealth is impossible at this level.
                    When used in a 20 minute ritual to burn anything valued at Resources 3+, it counts as a 1 point means for sorcerous workings.

                    Blazing Augury can only be deactivated through the evocation Incantation Ignition, or by extinguishing the tip of Torrid Omen. This can be accomplished either by driving it completely into the earth, completely submerging it in water, or other similar actions, and then leaving it there for a full minute, or 3 combat rounds. Doing so also releases all stored ember motes back into Creation.

                    Special Activation Rules: This evocation is unlocked for the exalt the first time Torrid Omen is directly exposed to open flame.

                    Scalding Rune

                    Cost: 2m, 1i Mins: Essence 1
                    Type: Supplemental
                    Keywords: Dual
                    Duration: Until next turn
                    Prerequisites: Blazing Augury

                    Blazing Augury must be active to use this evocation. The exalt uses the burning tip to carve ancient runes and sorcerous sigils into the bodies of their foes, the soil of the earth, or any other surface. When used with a withering attack, it subtracts 2 soak from the target, as it sears the target’s skin and clothing, or superheats their armor. This initiative is not gained by the attacker. When used in a decisive attack, it subtracts 2 points from the target’s hardness. If used against an inanimate object, it deals no significant structural damage, but permanently chars the surface with the symbols carved by the exalt. The mark lasts until the end of the exalt’s next turn, at which point, the subtracted soak or hardness is restored. Multiple uses of this evocation on the same target do not stack.

                    Each time Scalding Rune is used to successfully strike a target, Torrid Omen gains 1 more ember mote. If Scalding Rune has been used on the same target in consecutive turns, or in the case of an inanimate object the exalt doesn’t move and marks the same place, increase the gain to 2 motes as the exalt enhances the runic pattern he began. Torrid Omen cannot gain more than 5 ember motes from Scalding Rune per round.

                    Conflagration Prestidigitation

                    Cost: 4m, 1i Mins: Essence 2
                    Type: Reflexive
                    Keywords: None
                    Duration: Instant
                    Prerequisites: Scalding Rune

                    The stolen power of the Pole of Fire rages within the jade spearhead, yearning for release. Torrid Omen must have at least 10 ember motes to activate this evocation. With a thrust of the mighty spear, the exalt sends a wall of flame in a straight line from her position, stretching out and upwards 1 range band. If the spear is thrown, this evocation can be activated from the point where it lands, creating the wall from its target.

                    Anyone in the path of the wall of fire may roll (Wits + Dodge) at difficulty 2 to avoid getting caught in it. Once the wall has formed, it has the stats of a bonfire and anytime a foe takes damage from the wall also causes Torrid Omen to generate an extra ember mote. All walls of fire are extinguished when Blazing Augury is deactivated.

                    If a target is already marked by Scalding Rune when they take damage from Conflagration Prestidigitation, they roll against the bonfire damage twice and take the worst of the two rolls.

                    Incantation Ignition

                    Cost: 1wp Mins: Essence 2
                    Type: Reflexive
                    Keywords: None
                    Duration: Instant
                    Prerequisites: Scalding Rune

                    With the spearhead blazing, the contained sorcerous energy of Torrid Omen causes the orichalcum shaft to hum almost musically. With a mighty gesture of the spear, this power is unleashed in a spectacular display of sorcery. The exalt channels the ember motes in Torrid Omen and converts them into sorcerous motes to cast a non-ritual spell that the exalt knows. Optionally, Torrid Omen allows the sorcerer to use these motes to cast Flight of the Brilliant Raptor regardless of whether they know the spell or not.

                    The spell's required willpower cost is partially paid by Blazing Augury and the remainder must still be paid on top of Incantation Ignition's cost. Spells cast via Torrid Omen do not refund the willpower cost. The sorcerous mote cost of the spell may be supplemented with the exalt’s own sorcerous motes, but all of those gathered in Torrid Omen are expelled when Incantation Ignition is activated. After the spell is set loose, Blazing Augury deactivates and the spearhead extinguishes itself becoming instantly cool to the touch.

                    If directed against someone marked by Scalding Rune, the exalt adds 1 automatic successes to the attack roll. If the spell being cast is aligned with the element of fire, wave the willpower cost of this evocation.

                    Burning Cantrip

                    Cost: -- (8m, 1wp) Mins: Essence 3
                    Type: Permanent
                    Keywords: None
                    Duration: Permanent
                    Prerequisites: Conflagration Prestidigitation,Incantation Ignition

                    The master of Torrid Omen knows that knowledge of the arcane does not preclude knowledge of the battlefield: they are one and the same. When Blazing Augury is activated, the exalt may pay this additional cost, allowing the Simple activation of the first evocation to be supplemented by an Occult Excellency. This Excellency must be paid from the exalt’s mote pool and the result is added to the initial total of ember motes within the spear. This can only occur once per scene.

                    In addition, while Burning Cantrip is active and Torrid Omen has at least 5 ember motes gathered, its other evocations upgrade as well:
                    • Scalding Rune’s mark lasts 2 rounds before expiring
                    • Conflagration Prestidigitation extends an extra range band outward and upward. This applies to newly created walls as well as pre existing walls.
                    • Incantation Ignition no longer deactivates Blazing Augury after casting a spell and instead resets it’s sorcerous mote store to 1.
                    After Burning Cantrip is used and Blazing Augury is extinguished, Torrid Omen will grow dormant and it’s evocations cannot be activated until a sorcerer reawakens it. This awakening ritual is an ambition
                    Last edited by The Unsung Hero; 02-05-2016, 02:59 PM.


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

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                    • #11
                      Originally posted by Ferryman View Post

                      This is super cool. I also think it's probably an Artifact 5. Definitely higher than 3.
                      Thanks you for saying something.

                      My General Opinion regarding artifacts right now, is that unless said artifact supplies significant powers on it's own (outside of Evocations). It's artifact value shouldn't be raised. Silken Armor for example, is justifiable artifact 4 (instead of 3) because it's artifact 3 light armor that can be used with martial arts charms. If I gave that silken Armor 5 Evocations, that is 50 xp the player has to spend to get them. If I gave the same artifact 10 Evocations, that is 100 XP the players have to spend. I don't believe artifacts should be priced different based on the number of Evocations they have stated out on purchase, because a player always has the potential to create additional custom Evocations (just like they could with charms). Besides if you have a player investing 70 xp in an Artifact, they should get some bang for their buck on high level evocations.

                      In the example of Emancipation, It's base attunement power grants the ability to interact with and strike dematerialized spirits, but is limited to ghosts and cancels if you lose line of sight. While it's evocation powers are significant, they are also pretty niche. If you aren't dealing with Bound Ghosts, it's just a Grimcleaver without any bonuses. Since you have to spend experience to add ghosts to your army, the bound army is more flavor than benefit... particularly because if you lose your axe you lose your army.

                      At least in my head, the drawbacks make Emancipations Evocations weaker than something more generic like spending 3 motes to add 1 damage to attacks. Something like that can be used all the time.

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                      • #12
                        Originally posted by QuorumOf4 View Post
                        Demon Grasping Claws (Artifact •••)
                        I found this to be a really fascinating creative space. I also adore any artifacts that interact with sorcery and spirits at all. This is great stuff! I also loved Emancipation. The capstone was just fantastic. I love seeing Evocations that go up to 11 (or 5 anyways).


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

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                        • #13
                          QuorumOf4:

                          Fair points. Price-point for Artifacts is something we still don't have a lot to work with for now. I'm not sure the devs are working from the same philosophy, but I think it's a fair position to take. I'm less interested in the rating than the substance - rating is easy to tweak to fit a given table, after all.


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                          • #14
                            Originally posted by Ferryman View Post
                            QuorumOf4:

                            Fair points. Price-point for Artifacts is something we still don't have a lot to work with for now. I'm not sure the devs are working from the same philosophy, but I think it's a fair position to take. I'm less interested in the rating than the substance - rating is easy to tweak to fit a given table, after all.
                            Yeah, I agree completely. Until we get whatever guidelines (or at least more examples) set out in Arms of the Chosen, we are all shooting in the dark. So I thought it might be helpful for people to look through the lens of my philosophy when critiquing the artifacts.

                            The big thing that led me to the philosophy was a dev quote that stuck with me when they were teasing 3E. I'm paraphrasing, but it was something along the lines of "why would a player take Articulated Plate as Opposed to Power Armor for what was essentially the same artifact cost", and their 3E tease of an answer was to make all artifacts unique with Evocations. So I thought about this and the conclusion I came to was, that at their core, they were both heavy armor. But for some reason 2E let you put all these minor artifacts in the Power armor at a massively reduced cost than if you had bought them separate.

                            If I were to build a set of power armor in 3E, I'd make all the little minor artifacts and boons Evocations. Evocation for Essence Visor, Permanent Evocation for reinforced muscle fibers, etc. So the "mundane" armor and the "power" armor would end up thematically different, but mechanically have similar power levels and experience costs. You might want to bump the Power Armor up an artifact level so the attunement can unlock the first 2 evocations (so it acts more like power armor out the gate).

                            As much as I'd like some kind of Developer commentary version of the core book that talks about the philosophies that went into all the design decisions. At the end of the day, the beauty of Tabletop games is that if we don't like it, we can ignore it.

                            EDIT: I guess the other thing I should mention is I kind of see evocations as the melee equivalent of martial arts styles. Where a martial artist sinks their xp into different styles of combat, the melee player might sink his xp into different weapons.
                            Last edited by QuorumOf4; 02-05-2016, 01:03 AM.

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                            • #15
                              After getting a few suggestions in it's other thread, I bring my last artifact to the compilation thread to rest.

                              Heartfeast, the Courage Eater (Soulsteel Grand-Grimcleaver ***)

                              Grievous Star was the greatest warrior of Sarthal, an island kingdom to the West. The legend of his prowess with his hammer was matched only by the legend of his love for his husband, Marus. And so it was that a cloud of fear settled over Sarthal the morning it was discovered the Marus was murdered in their home while Grievous Star was away at war. The cries of the mighty warrior echoed across the land and people quaked with thoughts of the repercussions to come.

                              It was said that Imshael, The Cleaver struck him down to retaliate at Grievous Star for past battles. And so Grievous Star abandoned his duties and his people to hunt The Cleaver across the islands of the west. Many times the two clashed, Grievous Star’s shining-silver hammer trading blows with Imshael’s black-damned axe. Each time, one or the other escaped with their life swearing vengeance.

                              After 7 years of hunting and fighting, Grievous Star was withered and tired. He had fought on because it’s all he knew anymore. His purpose was lost, his passion was extinguished. At last, The Cleaver came upon the weary and defeated warrior of Sarthal, conquered by his own failure. Grievous Star begged for Imshael to end it, to finish him off and grant him peace. It was then, that The Cleaver dropped his axe on the ground in front of the defeated man and walked away, laughing in victory.

                              Stories of the Courage Eater have existed since the early Shoganate. Great heroes of legend and myth, reduced to shambles from the relentless attacks of the fearsome axe, who then take up the weapon and continue the weapon’s life of bloodlust. Heartfeast, the Courage Eater is a soulsteel grand-grimcleaver with 3 hearthstone sockets; one in the shaft, and two in the eyes of the skull that adorns the backside of the massive half-moon blade.

                              Evocations of Heartfeast, the Courage Eater

                              A Solar or Abyssal who spends 2 extra motes to attune to Heartfeast share its feels of hunger for the courage of others. As long as Heartfeast or its wielder knows an Intimacy of Valor held by a target -- defined as an intimacy which represents valor in the face of danger, protection of something valued, or upholding of a treasured principle -- it grants bonuses against the owner of the Intimacy:
                              • Intimacy’s strength in bonus dice to track them
                              • Intimacy’s strength in bonus dice to Awareness rolls to spot the target in Stealth
                              • (Intimacy’s strength / 2, round down) in automatic successes to Threaten actions
                              • (Intimacy’s strength / 2, round up) in bonus dice to Withering attack rolls
                              Hunger of Grit

                              Cost: 5m Mins: Essence 1
                              Type: Reflexive
                              Keywords: None
                              Duration: One Scene
                              Prerequisites: None

                              The Courage Eater is ever hungry, and stalks its prey like a predator. Hunger of Grit creates an aura of primal menace, which emanates in waves from the mighty axe. Anyone embattled with the wielder of Heartfeast suffers a -1 penalty to their Guile, as the prey cannot hide its fear from the hunter.

                              In addition, if Heartfeast knows a Intimacy of Valor, the target must pay 1i each time they wish to do a withering attack against the exalt.

                              Scent of Bravery

                              Cost: 1m Mins: Essence 1
                              Type: Reflexive
                              Keywords: Dual
                              Duration: Instant
                              Prerequisites: Hunger of Grit

                              Heartfeast craves the hearts of the bold, and longs to taste their essence. Upon a successfully executed attack, this evocation can be activated to grant a reflexive Read Intentions action. If successful, the axe learns of an Intimacy of Valor held by the target.

                              If the target is crashed via a Withering attack with this evocation, the Read Intentions action is automatically successful. If the target take damage via a Decisive attack with this evocation, the Read Intentions action gains automatic successes equal to the levels of damage dealt.

                              Taste of Valor

                              Cost: 3m Mins: Essence 2
                              Type: Reflexive
                              Keywords: None
                              Duration: Instant
                              Prerequisite Charms: Scent of Bravery

                              Reveling in the thrill of the hunt, Heartfeast and its wielder howl in anticipation of the meal to come. The Courage Eater accelerates the action of its wielder granting double 9’s on a rush attempt. If successful, the exalt gains Essence initiative.

                              If Heartfeast knows an Intimacy of Valor in the target, they gain double 8’s on the rush attempt and (Intimacy’s strength) additional initiative if successful.

                              Heartfeast will not be prey and punishes a weak wielder. If the exalt attempts a Disengage action in any combat after they have channeled this evocation, they lose an amount of initiative equal to all of that gained from Taste of Valor in that combat. If this crashes them, the Initiative Break bonus is granted to the target they are disengaging from.

                              Feast of Tenacity

                              Cost: 7m (+1wp) Mins: Essence 3
                              Type: Simple
                              Keywords: Decisive-Only, Perilous
                              Duration: Instant
                              Prerequisite Charms: Taste of Valor

                              The Courage Eater thrashes with ravenous need and tears into its foe like a starved wolf. This evocation creates a Decisive attack, where the grimcleaver feasts on the flesh of their foes adding (Essence) dice to the raw damage of the attack.

                              If Heartfeast knows an Intimacy of Valor belonging to the target, convert (Intimacy’s strength) damage dice into automatic successes. After the decisive attack, the exalt may spend 1wp to enact a contested roll between the victim and the wielder of Heartfeast. Each subject uses their current willpower as the dice pool. Ties favor The Courage Eater.
                              • If the victim wins, their Intimacy maintains.
                              • If the victim loses, the Intimacy of Valor is weakened in them by one level as the mighty axe feasts on their courage.
                              • If the Intimacy is lowered to nothing, it is destroyed in the target and they lose (Intimacy’s original strength) in initiative which is immediately gained by the exalt upon returning to base initiative.
                              • When the Intimacy no longer exists within the target, Heartfeast loses the scent of it and the bonuses vanish.
                              Last edited by The Unsung Hero; 02-17-2016, 10:48 AM.


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

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