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[3E] The Artifact and Evocation Workshop

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  • #91
    So after a great deal of help from The Unsung Hero for mechanical guidance and finally finishing the origin story, I present you the updated Claíomh Uisce Oighear!

    Claíomh Uisce Oighear
    (translation: Water-Ice Sword)
    ●●● Artifact: Black and Blue Jade Reaver Daiklave

    Origin
    Legend speaks of a tribe that lived on the shores of the northern sea, a harsh land of snow and sand. It was a time when wicked things roamed Creation as was their wont. The tribe had a gifted smith whose wife, the bravest warrior in those lands, had been chosen by the gods and was now far from her people, fighting against an unjust heaven. Their only child, a daughter named Tressa, had grown from a spindly little girl to now a young woman in her mother’s absence, and was the apple of her father’s eye. He was working on a gift for when his beloved returned to them. A jade sword as mixed as the land it was forged upon and could cleave through whatever the North pitted against it.
    These people suffered a great hardship for The Ice That Walks had invaded their lands, killing all they touched with blightful frost and razing their fields with every step. They tried to fight the intruders, with axe and spear and club, but for each one that the tribe felled, they lost one of their own, frozen upon the shards of their enemy. As The Ice That Walks reached their village’s edge, the last of the warriors left made a stand against the incoming menace. The smith shouted to his daughter to lead everyone to safety as he joined the forces to bide the rest more time. Tressa grabbed the sword from the workbench and prayed that her mother would somehow save them from this terror. With great effort, she waved it to rally those who weren’t fighting. As the sounds of fighting died at the barricade, the survivors could see The Ice That Walks had cut off any exit by land and there was only one way out, the sea.

    And so they fled, across the White Sea, frozen at the time. An islet laid not far from their homes, a few spindly pines and some rocks, but they hoped the terrain would give them some reprieve. Sadly, they did not get that far as The Ice That Walks seemed to glide across the surface, encircling them halfway between the shores. Tressa did not falter in the eyes of her enemy. No, she stood her ground and met her foes eye-to-eye, refusing to give up without a fight. “Ice... yields…to me!” she heard race through her arm and echo in her mind. With all of her might and and a prayer to the most high, Tressa plunged Claíomh Uisce Oighear into the ice they stood upon.

    For a moment, the world seemed to stop and then, with a roar that surely could be heard at the Omphalos, the ice shattered. Not just the ice that covered the sea but all the ice that touched it as well, for miles around, including The Ice That Walks. Their howls of agony joined the chorus of the fracturing frozen sea surface, their bodies abruptly cracking and falling apart into a fine powder into the churning currents of the White Sea. Tressa was among the survivors to wash ashore on the rocky isle, a mark ablaze upon her brow. Some had perished in the harsh waters, but those who survived lifted her into the air with great cheer and joy to be alive.

    In time, the tribe grew once more, reclaiming the land they lost and their huts and boats soon dotted the shores once more. Tressa stayed for a time before she began to wander and roam for days, a certain haunted sadness in her eyes and Claíomh Uisce Oighear at her side. On the day she returned to the village by the sea, she strode with purpose she had not shown since their flight from danger. Her tribesman gathered around her, to see what was the matter. “I have heard the call and I must go,” she said only once, with a unbreachable finality. In the center of town, there stood a statue of her, standing tall and unshaken, a hand raised skyward , as if to direct the very winds. Tressa climbed on top of the sculpture and, with wonderous care, placed Claíomh Uisce Oighear into its open palm, which miraculously closed its stone hand around the handle. “This will best serve another, here, waiting for them,” she whispered to her replica before she returned to the ground. Many asked where she headed now, she told no one, only saying, “I am needed elsewhere.” She headed north, toward the Great Ice, from which none in the village saw her ever return.

    The village stood for a time, a quaint little settlement by the sea. Many came to claim the sword of Tressa, but none could wrest it from her granite grasp. Eventually the Great Flood came, and carried the village, statue and all, into the frigid bosom of the White Sea. And so it stands, to this day, at sea’s floor, awaiting the right soul to bear Claíomh Uisce Oighear.


    Appearance
    Black and blue jade flow into each other, forming eddies and whorls across the surface of the blade. Its squared leading edge lends this reaver daiklave to look like a chisel as much as it does an oversized cleaver. The pommel provides a space for 1 hearthstone.

    Attunement
    • Benefit Attunement Cost: 1 mote
    • Enduring the frigid darkness for millennia on the floor of the White Sea, Claíomh Uisce Oighear is now as much at home underwater as it when is on land. This blade cuts through water as it would through air, ignoring any penalties to attacking due to being submerged.
    • Also, the wielder is considered to have 2 higher strength when the blade is used as a tool on attempts at feats of strength involving cutting ice.
    Evocations

    Cracking the Surface
    • Cost: 3m, 1W
    • Mins: Essence 1
    • Type: Simple
    • Keywords: Decisive-Only
    • Duration: Instant
    • Prerequisite Charms: None
    • One Line Summary: Change the terrain to prevent an opponent from rushing, disengaging, or withdrawing within short-range of the wielder, possibly making them prone as well.
    • Gifted with the power to split the very convergence of water and air, a strike from this daiklave fractures the ground between it and an opponent within short range should they be standing on the same contiguous piece of ice.

      The space between wielder and target automatically becomes difficult terrain as the surface ruptures from the tremor, incurring a -3 penalty to rushing, disengaging, or withdrawing.

      This is an unblockable gambit, difficulty 2. Should the gambit succeeds, the target falls into the fissure no deeper than the length of the blade, lying prone. Each additional success raises the difficulty to rise from prone by 1.
    Floe-Splitting Blow
    • Cost: 6m
    • Mins: Essence 2
    • Type: Simple
    • Keywords: Decisive-Only
    • Duration: Instant
    • Prerequisite Charms: Cracking the Surface
    • One Line Summary: Momentarily break up a battle group so that it can’t draw on its full strength
    • An army is much like an iceberg, a massive formation with weak points that can break it into smaller pieces. Feeling the stress points of an opposing army the wielder can see, they thrust Claíomh Uisce Oighear into the ground, from which upheavals of ice erupt across the battlefield. The sudden burst confuses and disconnects portions of the troops, preventing them from bringing the full force of their units to bear.

      This evocation provides a difficulty 3 gambit intended for mass combat. If successful, the battle group loses its size bonus to accuracy and raw strength rolls for the next (5 - opponent’s Might) turns.

      This evocation has additional effects in the case of naval combat. The erupting ice manifests as icebergs, immediately making the waters treacherous. Any failed naval maneuver roll incurs 1 hull point of damage. In this case, the wielder must strike the body of water that the battle is occurring on.

      Useable once per battle.
    An Edge Rimed in Salt
    • Cost: 5m/2m
    • Mins: Essence 3
    • Type: Supplemental
    • Keywords: Decisive-only, Stackable
    • Duration: One Scene
    • Prerequisite Charms: Floe-Splitting Blow
    • One Line Summary: Literally wear away the armor of an opponent with each strike.
    • Upon a successful decisive attack, ice-cold sea water permeates the victim’s clothing and armor. The salt pits metal and weathers fabrics in an prodigious fashion, lowering the higher of its armor soak and hardness by 1 to a minimum of 0. On a tie, lower the soak first. Any armor that reaches 0 in both values loses critical integrity and collapses in a pile around the wearer, permanently destroyed unless the effort is taken to replace the corroded portions and make the parts whole again. Otherwise, all armor damage from Claíomh Uisce Oighear disappears at the end of the scene, the ice and brine sloughing off in sheets from the equipment.

      The initial use of the evocation against an opponent costs 5 motes, which stays committed for the scene. For this battle, future uses against the same opponent cost 2 motes and do not require further commitment.
    Last edited by Binary Phantom; 05-11-2016, 10:40 AM. Reason: major overhaul

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    • #92
      Kirameku Namida
      (Black Jade Reaper Daiklave, Artifact ****)
      Like all Hoshidoan daiklaves, Kirameku Namida is, in form, an enlarged version of the classical katana design so beloved of the archipelago's gods and nobility - a smoothly curved, single edged, chisel-tipped blade forty-six inches in length, fitted to a fifteen-inch hilt. The jadesteel that makes up it up is layered from billets of dissimilar appearance, one all but pure steel in appearance and the other as dark as the deepest depths, folded until the mirrored metal seems to wash like foam-crested waves across the dark surface of the sword, while the hilt-wrappings are in the more mundane, though still fine, black and scarlet of the clan for which the blade was first forged. When drawn, the blade is constantly covered by the fine film of salt-water it generates - but does not suspend or control, meaning that it leaves a steady trickle of water for as long as it is bared. From this weeping does it draw its name, 'Glittering Tears'.

      Kirameku Namida has two hearthstone sockets set into its guard, one on either side of the blade.

      Evocations of Kirameku Namida
      When the blade strikes, the water flowing from it gushes forth, going from a trickle to a torrent - a torrent that can sweep away the unwary. Attacks from Kirameku Namida which do more than twelve damage of either type knock the target back, per the benefits - but not the drawbacks - of the Smashing tag. This power only works if the blade’s wielder commits an additional three motes above the standard base cost.

      Waku
      Cost: - Mins: Essence 1
      Type: Permanent
      Keywords: -
      Duration: -
      Prerequisite Charms: None

      The damage required to trigger Kirameku Namida’s innate power is lowered to six.

      Special Activation Rules: This evocation may only be purchased after the wielder has triggered Kirameku Namida’s innate power against a non-trivial opponent. It awakens at no experience cost if she does so three times in the same fight.

      Morasu
      Cost: 1m Mins: Essence 2
      Type: Reflexive
      Keywords: Stackable, Withering
      Duration: Instant
      Prerequisite Charms: Waku

      By infiltrating essence-charged water through the gaps in a target’s armor and other defenses, the Weeping Blade can deal its damage directly to a victim’s flesh. Morasu trades one threshold success on an attack roll to lower the target’s effective Soak by two per use, and is permitted to use all available thresholds.

      Special Activation Rules: This evocation may only be purchased after Kirameku Namida’s innate power has been triggered in an attack that does more damage to a nontrivial opponent than their soak, with a minimum damage of six.

      Shibuku
      Cost: 5m Mins: Essence 2
      Type: Reflexive
      Keywords: Uniform
      Duration: Instant
      Prerequisite Charms: Morasu

      Rather than forcing Kirameku Namida’s shrouding blade of essence-laden water through a foe’s armor, a wielder may instead choose to cast it loose as an arcing, cutting stream, to strike opponents outside the reach of the sword’s jade edge. This evocation allows the wielder to make melee attacks at Short range.

      Special Activation Rules: This evocation unlocks at no experience cost if a triggering of Kirameku Namida’s innate power knocks one nontrivial opponent into another and removes both from the fight.

      Kamu
      Cost: 8m, 1wp Mins: Essence 3
      Type: Simple
      Keywords: -
      Duration: One Scene
      Prerequisite Charms: Shibuku

      Brandishing their blade and uttering a prayer to its spirit, Kirameku Namida’s wielder draws a torrent from within the jade and wraps it around the edge, increasing the force and power of all of its abilities. While Kamu is active, additional threshold successes beyond those required to activate the sword’s innate power have additional effects, per the effects of damage successes on a use of Heaven Thunder Hammer. Activations of Morasu remove three soak, rather than two, and Shibuku may be used out to Medium range without an Aim action.

      Special Activation Rules: This evocation may not be purchased until the wielder has met the special activation criteria for all previous evocations in the same attack.



      Mizukagami
      (Black Jade Short Reaper Daiklave, Artifact ***)
      Mizukagami is a single-edged, gently curved slashing sword of almost pure black jade, distinguishable from a mundane katana mostly by its subtly different proportions, for the sea-black alloy is polished to such a perfect mirror shine that only close examination and the correct angle will reveal anything but the reflection of the Scrying Pool’s environment. Though originally forged for another clan, it has long since been refurnished in its current owners’ black and scarlet. Though it will cut and block normally, Mizukagami’s blade never disturbs standing water, seeming to pass through the surface of such like an illusion, leaving not so much as a ripple.

      The Water Mirror has a single hearthstone socket, set on the end of the hilt.

      Evocations of Mizukagami
      For an additional four motes of attunement, Mizukagami automatically grants the wielder bonus non-charm dice equal to their Perception on any roll to detect hostility or aggression, in both social and combat contexts.

      Mizu no Toutatsu
      Costs: 6m Mins: Essence 1
      Type: Simple
      Keywords: Uniform
      Duration: One Scene
      Prerequisite Charms: None

      Staring into the Scrying Pool’s reflections for a moment, the blade’s wielder closes their eyes and sees through the sword’s perceptions, rather than their own. In return for blinding themselves to the open physical, Mizukagami's empathic senses permit them to interact with and attack immaterial spirits, and to gain a bonus to any attempts to detect immaterial or stealthed opponents equal to that opponent's highest applicable active intimacy.

      Special Activation Rules: This evocation unlocks for free the first time the wielder attempts to damage a dematerialized spirit with Mizukagami.

      Mizu no Rikai
      Costs: 1m Mins: Essence 2
      Type: Reflexive
      Keywords: Withering, Stackable
      Duration: Instant
      Prerequisite Charms: Mizu no Toutatsu

      Striking an opponent with an attack, Mizukagami’s wielder attempts to understand their heart through their stance and blade - and the sword’s insight lets them do so. By sacrificing a post-soak damage die off of their attack, the sword’s wielder may gain knowledge of an intimacy or intimacies equal in value to the number of dice sacrificed.

      Special Activation Rules: This evocation unlocks for free when the sword’s wielder successfully uses a Read Intentions action to identify an opponent’s Defining Intimacy during combat.

      Mizu no Kioku
      Costs: - Mins: Essence 2
      Type: Permanent
      Keywords: -
      Duration: -
      Prerequisite Charms: Mizu no Rikai

      What the Water Mirror has touched, it remains linked to, if only in memory. Mizukagami’s wielder is automatically aware if a subject, all of whose intimacies are known and at least some of which were learned via Mizu no Rikai, experiences a moment of great emotional turmoil or connection to them. This includes any change in Defining Intimacies, or changes to Major Intimacies related to Mizukagami’s wielder, or changes to Major Intimacies regarding subjects towards which Mizukagami’s wielder also has at least a Major Intimacy. The new intimacies are not automatically known, but may be rolled for with a pool of Perception+(Wielder’s own intimacy for the subject) vs a difficulty of 7-strength of intimacy. Charms may not be used for this roll, and if it fails, then the subject is no longer a valid target for Mizu no Kioku until the details of the new Intimacy can be learned.

      At any time, the blade’s wielder may also spend eight motes to gain knowledge of the approximate distance and direction of any chosen valid target of Mizu no Kioku.

      Special Activation Rules: This evocation may not be purchased until after Mizukagami’s wielder has formed at least a Major Intimacy towards a valid subject of the charm. Pre-existing intimacies do not qualify.

      Mizu no Me
      Costs: 10m, 1wp Mins: Essence 3
      Type: Simple
      Keywords: -
      Duration: One Scene
      Prerequisite Charms: Mizu no Kioku

      Lowering Mizukagami into a pool of still water large enough to hold it submerged, the Scrying Pool’s master makes that water into the blade’s namesake, allowing them to surreptitiously see and hear through a body of water near a chosen valid subject of Mizu no Kioku. By spending five additional motes, they may convey a simple empathic message comparable to one or two spoken words, such as affection, warning of abstract or immediate danger, or a challenge to a duel to the death at a particular location. This may be done more than once per scene, permitting something approaching conversation if desired, though the charm’s target is not automatically aware of the source of the conveyed feelings.

      Special Activation Rules: This evocation may not be purchased until Mizukagami’s wielder has successfully retained their understanding with at least one valid subject of Mizu no Kioku through a Major Intimacy change.
      Last edited by Valles; 04-02-2016, 12:40 AM.


      Iä! Iä! Moe fthagn!

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      • #93
        Originally posted by Valles View Post
        Quick thing:

        Morasu should have the Withering-only keyword, since it messes with soak it obviously is only functioning off of withering attacks. The flavor text is a little wierd for that matter too, since withering.

        Shibuku should have the Uniform keyword.

        Mizu no Taoutatsu should have the Uniform keyword since it presumably allows you to attack them. Does this Evocation also allow the wielder to see spirits? Because that's not clear. Detection is not the same as being able to directly perceive them, as shown with Uncanny Perception Technique. It's an impressive Evocation anyway, doing the work of about three Solar Charms.


        Book of the Emerald Circle
        Custom Sidereal Charms
        Expanded Sidereal Linguistics

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        • #94
          Originally posted by Limited Reagent View Post
          Quick thing:

          Morasu should have the Withering-only keyword, since it messes with soak it obviously is only functioning off of withering attacks. The flavor text is a little wierd for that matter too, since withering.

          Shibuku should have the Uniform keyword.

          Mizu no Taoutatsu should have the Uniform keyword since it presumably allows you to attack them. Does this Evocation also allow the wielder to see spirits? Because that's not clear. Detection is not the same as being able to directly perceive them, as shown with Uncanny Perception Technique. It's an impressive Evocation anyway, doing the work of about three Solar Charms.
          Yeah, keywords are things which I do not find terribly intuitive, and I figured that they'd be one of the places where the two swords needed work. Thanks!

          Morasu is a tricky case, because in a lot of ways it's filler - the core of the tree is the gushing/force charms, but there were only so many places they could be taken. I had an idea for an acceleration-by-water-jet-reaction charm, but couldn't get it to gel mechanically. Also, of course, there's the notion that withering attacks are sincere attempts to harm, but I suppose that that might be better treated like the nonsensical idea that Glorious Solar Saber is just skill and not a blatant magic trick.

          Mizu no Toutatsu does not grant direct sight, no, and 'blindfighting' awareness charms would probably have good synergy with it. The bonuses are there because they illustrate that it's not 'spiritual perception', it's emotional... And I need to clarify that it depends on the opponent's intimacies, don't I? But then, I find most Solar Charms to be way too narrow for their costs.

          *goes to make some edits*


          Iä! Iä! Moe fthagn!

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          • #95
            So I just finished up my first attempt at an artifact and its Evocations, I am not great at balancing so I would appreciate any advice on it.

            The Soldier’s Sacrifice (Artifact ●●●●● Orichalcum & Moonsilver Articulated Plate)
            Long ago a general of the Dawn looked upon his gleaming army of mortals and frowned, they wore masterwork armour that bled them of their lives in exchange for the power to match his foes. He frowned at the shame of having men more willing and able to sacrifice than he himself could, at the very notion of mere mortals possessing more valour than himself. Long did the ancient warrior wrestle with this shame until he could bare it no longer he turned to his circle mate, an ancient Copper Spider gifted in matters of Artifice and asked him to forge him armour that would allow him to match the sacrifice of his men.
            The old Twilight sought the aid of Cherry Blossom’s Glory the patron of the Gunzosha and together they forged a suit of gleaming Orichalcum lined with Moonsilver runes that would give the ancient general what he wished for. Sadly the Dawn proved himself too eager and the enchanted plate claimed his life in its first battle, draining the life from the old warrior of his life as he fought alongside his men. The unaging corpse of the general still wears his plate on his throne within the monument erected in his honour, the smile he wore as he died still adorning his face.
            The Soldier’s Sacrifice appears cumbersome when not attuned, a cumbersome suit of articulated Orichalcum plate that seems to have been built for a perpetually larger size than its wearer. The interior of the armour is covered in moonsilver runes while the exterior is surprisingly barren with only the helmet being in the slightest bit ornate as its shape is reminiscent to a Gunzosha helmet.
            Attunement:
            Attuning to the Soldier’s Sacrifice automatically unlocks Sheathed in Heroic Steel.
            Sheathed in Heroic Steel:
            Cost: 6m, 1wp Mins: Essence 1
            Type: Simple
            Keywords: None
            Duration: One Scene
            Prerequisites: Special
            The armour shines as moonsilver pours from the runes, enveloping the Exalt and merging with their flesh. The cumbersome plate becomes weightless and the actually improves the users speed, however the armour leaves brands on the flesh of its wearer. The armour is treated as being light artifact armour for the purposes of Mobility for as long as the charm is active and grants +2 Initiative when fighting against an opponent who is known to hold and Intimacy that directly opposes one of the Exalt’s Major or Defining Intimacies.
            Majestic Exemplar Radiance:
            Cost: 6m Mins: Essence 2
            Type: Supplemental
            Keywords: None
            Duration: One Scene
            Prerequisites: Sheathed in Heroic Steel
            Cowardice is the only true Anathema to the master of the Soldier’s Sacrifice, channeling her overwhelming anger she demands that her fellows reform the battle lines and the strength of her conviction fills them with unmatched determination. This charm is used to supplement a rally attempt by channeling a common Intimacy with a Battle Group in which she is either the commander or a hero of defining strength. If successful the Battle Group gains Perfect Morale for the rest of the battle.
            Glorious Martyr’s Sacrifice:
            Cost: 4m Mins: Essence 2
            Type: Supplemental
            Keywords: None
            Duration: Instant
            Prerequisites: Sheathed in Heroic Steel
            By channeling her willingness to suffer to achieve her goal the Solar channels the might of her artifact, the raw powers heats the Orichalcum and the Moonsilver muscles strain her body with crushing force as it gives her a burst a raw power. The Solar takes one level of Aggravated damage while doubling her strength for a single turn. The Glorious Martyr’s Sacrifice can only be employed in service to an Intimacy of Major Intensity or greater.
            Awaken the Battle-God
            Cost: 8m, 1wp Mins: Essence 4
            Type: Simple
            Keywords: None
            Duration: Ten Rounds
            Prerequisites: Glorious Martyr’s Sacrifice, Majestic Exemplar’s Radiance
            A soldier’s duty is to die embracing this fact the Exalt awakens the full power of the Soldier’s Sacrifice and undergoes a metamorphosis. The armour glows as it melds to the Exalts flesh, Moonsilver and Orichalcum arms spread from her back in homage to the Most High granting the Extra Limbs Merit and the Exalts Anima becomes locked at Bonfire for the duration. For every round that the armour is enabled Exalt gains an additional +1 to all physical stats in addition to their Charisma (to a maximum of +3). Lastly the Exalt cannot be Incapacitated while the Charm is active. Lastly the cost of all Resistance, Athletics, Brawl, War & Melee Charms is lowered by 2m.
            For every round of combat that this form is maintained the Exalt suffers a level of aggravated damage that cannot be avoided in any way. On the tenth round that this charm is active it deactivates automatically and the Exalt becomes Incapacitated as the strain of the transformation takes its toll.

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            • #96
              Tide Render (Black Jade Daiklabar (use stats of Grand Grimcleaver) Artifact 3)

              Tide Render is a young artifact, only created mere months ago. A black jade daiklabar taking the form of a great sleek glaive that always looks freshly wet, Tide Render carries two hearthstone sockets, one on either end of its pole. In the many months it took to create Tide Render, the daiklabar listened to the sound of the nearby river every night, soothed to sleep by the peaceful ambiance. However, the moment she was created, Tide Render knew that her purpose was to be a great weapon of the battlefield and that she was to serve those only with great passions.

              Evocations of Tide Render
              An attuned wielder of Tide Render ignores any penalties associated with attacking through water as the weapon is a thing of water herself. Tide Render’s wielder also gains one free non-charm success on Join Battle rolls as long as Tide Render is kept freshly wet.

              Strength of the River
              Cost: 2m Mins: Essence 1
              Type: Reflexive
              Keywords: Dual, Stackable
              Duration: One scene
              Prerequisite Charms: None

              Tide Render can move water like a human can move his muscles and water strengthens Tide Render in a similar manner. By activating this charm, the wielder can gather a water mote from a nearby source which will float alongside or on Tide Render. Each water mote currently active on Tide Render grants her one extra point of raw damage on successful withering attacks. On successful decisive attacks each water mote currently active lets her double a 10 on damage. During a clash, Tide Render’s wielder gains a number of extra dice to resolve the clash equal to half the number of water motes currently active (round up). Every time one of these benefits take place, one water mote is lost. Tide Render may only carry a number of water motes equal to the wielder’s Essence + 1. Liquid can be gathered from any source at short range using this charm; at Essence 3+ this increases to medium range.

              While the wielder or enemy is submerged in water, a single activation of this charm will gather the maximum number of water motes.

              Special activation rules: This Evocation awakens at no experience cost when the attuned wielder of Tide Render both battles a non-trivial enemy in water or heavy rain and while proclaiming the virtues of a major or defining intimacy.

              Punishing Undertow Technique
              Cost: 3m, 1wm or 3m, 2wm Mins: Essence 1
              Type: Supplemental
              Keywords: Uniform
              Duration: Instant
              Prerequisite Charms: Strength of the River

              Water can be treacherous; waves can come from seemingly nowhere, or an unseen undertow can drag one down without warning. Tide Render was forged with these very principles at her core, and in battle exploding jets of water throw her enemies off-balance. If the attack supplemented by this charm strikes an opponent, they are knocked prone or back one range band as if it were a Smashing attack. Should two water motes be spent on the activation, the enemy is both knocked back one range band and struck prone.

              Alternatively this charm may be used in a withering attack against a battle group. Should the wielder hit the battle group and inflict damage on it, reduce the battle group’s size bonus to attack and damage by an amount equal to the water motes expended for one turn as the battle group’s members are blasted about by jets of water.

              Dance of the Rain and Sea
              Cost: 6m, 1wp or 6m Mins: Essence 2
              Type: Reflexive
              Keywords: None
              Duration: One scene
              Prerequisite Charms: Strength of the River

              When a battle of passions rages on about her, Tide Render awakens as a fellow warrior on the battlefield. This charm may only be activated after damaging a non-trivial opponent with a decisive strike, or successfully avoiding a decisive strike, while shouting out the virtues of a major or defining intimacy. Tide Render’s wielder feels the glaive awaken which confers benefits as long as Tide Render is wielded.
              • Increase the number of water motes that may be carried by one.
              • By spending one water mote, the wielder’s parry defense increases by one against a single attack. No more than Essence/2 (rounded up) water motes may be spent on a single parry.
              • Against a foe that has blood or another water-based liquid in its veins, a decisive attack that deals at least four lethal damage will immediately create one water mote.
              • By spending two water motes, the wielder can make melee attacks with Tide Render to opponents at short range for one round.
              If Tide Render is dipped or submerged in water when this evocation is activated, the willpower cost may be waived.

              Relentless Tide Onslaught
              Cost: 3m, 1+ wm Mins: Essence 2
              Type: Supplemental
              Keywords: Withering
              Duration: Instant
              Prerequisite Charms: Punishing Undertow Technique

              Those who stand in defiance of the sea may never prevail, for the waves are endless. Tide Render punishes those who oppose her by endlessly pelting her foes and allowing her allies to strike a beleaguered opponent. This charm enhances a successful withering attack that deals initiative damage by inflicting an additional -1 overwhelming penalty on that enemy’s defenses for every water mote used in its activation. Should Tide Render’s wielder or enemy be submerged in water while this charm is used, the enemy suffers a penalty to their soak equal to half their overwhelming penalty (rounded up) until their next turn.

              Song of the Rain and Sea
              Cost: 10m, 5i Mins: Essence 3
              Type: Simple
              Keywords: Perilous
              Duration: One round
              Prerequisite Charms: Dance of the Rain and Sea, Relentless Tide Onslaught

              When invoked in a pitched battle, Tide Render will sing a great song of the ocean, and then fall silent as she grows weary. When Song of the Rain and Sea is invoked a great torrent of water surrounds the wielder, refilling all missing water motes, then rushes out to pull and push Tide Render’s opponents around the battlefield. Firstly all enemies at medium range must make a [Strength + Athletics] roll at a difficulty of the wielder’s [maximum water motes]. Failure means that the enemies are pulled in to short range and knocked prone. Second, repeat the previous step for all enemies at short range except that the difficulty is [maximum water motes x 2]. Failure means that the enemies are pulled in to close range. Third, the wielder may make [maximum water motes / 2] (round up) withering attacks which knock them prone on a hit, each at a different enemy (a battle group may be targeted multiple times). Finally, all prone enemies at close range are blown back out to short range in any direction that Tide Render’s wielder wishes.

              Until the wielder’s next turn, any enemy trying to close in to short or close range with the wielder must succeed on a [Strength + Athletics] roll at a difficulty of [maximum water motes].

              For the remainder of the battle, add the following benefits to Dance of the Rain and Sea:
              • One water mote is gathered at no cost from a viable source of liquid at the beginning of each round.
              • Punishing Undertow Technique’s prone and knockback effects are now applied to all enemies in close range. Enemies who are not the target of the attack can resist with a [Strength + Athletics] roll at a difficulty of [maximum water motes].
              • Double the overwhelming penalties inflicted by Relentless Tide Onslaught.
              • The water mote cost to make melee attacks at short range is reduced by one.
              Once Song of the Rain and Sea is activated, Tide Render will enter a lethargic state and go to sleep. Song of the Rain and Sea and Dance of the Rain and Sea may no longer be activated (though Dance of the Rain and Sea will remain active until the scene or mote commitment ends), and the essence cost to gather water motes in following scenes increases by one. Tide Render may be awakened by submerging her in water for a full 24 hour period, and every hour spent telling her heroic battle stories while she is submerged counts as two. In addition, whenever Tide Render witnesses her wielder acting on a major or defining intimacy in a heroic way, remove one hour from the time needed to reawaken her.


              Sidebar: On Water Motes
              Water motes may be gathered from any liquid that is primarily water. Blood, beer, and acid are all equal as far as water motes go. For special liquids like boiling water or strong acids, the ST may impose environmental hazards or poison rules if they seem appropriate. However liquids like molten iron, lava, oil or vitriol are not water-based and may not be used.

              Comment


              • #97
                Thoughts;

                Originally posted by Gigaton-Falcon-Emu View Post
                Attunement:
                Attuning to the Soldier’s Sacrifice automatically unlocks Sheathed in Heroic Steel.
                I'd move this into the 'Special Activation Rules' of the named evocation as is the style of the books. but that's just a personal thing. It'd free up this space for something else though, maybe something more flavourful?

                Originally posted by Gigaton-Falcon-Emu View Post
                Sheathed in Heroic Steel:
                Essentially this Evocation is +4 non-charm dice for a scene so even for just this I'd increase it's cost a bit, maybe 8m and the willpower.
                The +2 to Initiative, is this when join battle is rolled? against each opponent? does only one count? I assume it's only once and only at join battle, in which case +2 sux to the join battle roll should add another mote surcharge (+ another 4 at least?).

                I think this Evocation does entirely too much and costing it appropriately would make it cumbersome, especially as the opening evocation.

                Originally posted by Gigaton-Falcon-Emu View Post
                Majestic Exemplar Radiance:
                I like this one, not sure about it's cost, looks okay to me. I'm a little unsure how it fits the theme of a general's personal sacrifice for his troops though.

                Originally posted by Gigaton-Falcon-Emu View Post
                Glorious Martyr’s Sacrifice:
                I get it, but I'm uninspired. Increase the duration to 'One Turn' so those motes are tied up for its duration. also.. what is this supplementing? It should be Simple or Reflexive, but I'd err to Simple. 4m feels cheap, especially if the user's Str is 5. I'd cost it up a bit. Does this count against charm dice? I think it should.

                Originally posted by Gigaton-Falcon-Emu View Post
                Awaken the Battle-God
                Ten rounds is a long time; especially when you're sporting the kind of persistent buffs this evocation gives you, especially if stacked with GMS. Again, does this count against charm dice?

                I think my main issue (personally that is) is that nothing this Artifact does really builds on anything else it does, it's a lot of 'more dice' but that's probably just a personal flavour POV than a mechanical problem. I'd like to see its effects sing closer to it's creation story which was cool. I think it has more to offer.


                My Homebrew: Architect of the Regal Puppet Style (WIP) || Monkey Style || Radiant Halo of Incandescent Might || Pale Driver, Ruination of the Edifice of Tyranny || Sublime Percussion, Just a Whole lot of Fun || Idris, The Graceful Heart of Purpose

                Comment


                • #98
                  Originally posted by Elkovash View Post
                  I'd move this into the 'Special Activation Rules' of the named evocation as is the style of the books. but that's just a personal thing. It'd free up this space for something else though, maybe something more flavourful?
                  Slight point of order. The Attunement bonus for Volcano Cutter is "Awaken the first Evocation for free", with the bonus of "For 3 extra motes, gain an extra point of Initiative on any Withering attack that has no 1s"


                  Disclaimer: I'll huff, grump, and defend my position, but if you're having fun I'll never say you're doing it wrong.

                  Comment


                  • #99
                    Don't have the time to go through evocation by evocation right now, but first thing that caught my eye was the attunement bonus of a non-charm success for free just by keeping it wet. My instincts say to put at LEAST 1 extra mote into the base attunement cost for the weapon for an effect like that. But just my instinct. If it wasn't non-charm, it'd probably be fine. Looks good at first glance!


                    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


                    • I originally posted this here, but I fear I presented it in an off-putting format. I'm reposting it here in the hopes that people with a better sense of balance will help me with the costs and unfinished questions.


                      THE MIRROR SHIELD (Artifact 4 or 5, Starmetal, Medium)

                      An artifact shield which uses the unusually reflective quality of starmetal to turn its flat and polished surface the function of a mirror. Rather than rely upon brute strength, the creator of this weapon sought to protect his allies and defeat his enemies with the baffling power of reflection.


                      Evocations of the Mirror Shield
                      Any Solar or Sidereal who attunes to the Mirror Shield gains Foiling Reflection at no cost.


                      FOILING REFLECTION (?m; Reflexive, Instant; No Keywords; Essence 1 – No Prerequisites)

                      The life-like clarity of the image reflected by the Mirror Shield draws an attacker's focus away from the movements of the shield's owner. Against an enemy at close range, impose a -1 penalty on any action taken against the user. When attempting to Disengage from multiple opponents, [this Evocation may be activated for each individual / only one may be penalized in this fashion?].

                      The penalty is increased by an amount equal to the Resolve penalty of any Intimacy the target bears towards her own personal appearance. It doesn't matter if those feelings are positive or negative – if positive, the attacker is distracted by looking into her reflection, and if negative, the attacker is hindered by looking away from the mirror entirely.

                      Alternatively, whenever the sun (or any light source at least as bright) is above or before the owner, he may angle the Mirror Shield to reflect that light into the eyes of any single opponent, imposing a -3 penalty (as per the Blindless Flaw) to any sight-based action when facing the user's general direction, as well as a -1 penalty to Defense against attacks from that direction. Targeting an opponent at Close range is entirely reflexive, so multiple enemies at that range may be freely hindered in a single tick. An enemy at Short range can only be targeted with a miscellaneous action and ceases to be affected once the target is changed or if the user fails to use another miscellaneous action on her next turn. Targeting an enemy out to Medium range requires an Aim action before the first miscellaneous action.

                      Instead of the reflexive or miscellaneous action, the user can make a (Dexterity + Thrown or Archery) Decisive attack with a difficulty 3 Gambit. This represents using attention-grabbing glints and flashes to lure the target into looking directly at the Mirror Shield for a precisely-timed beam of blazing light. This blinds him more thoroughly, stealing away his sight until he spends a turn rubbing his watering eyes with a miscellaneous action which cannot be placed in a flurry.

                      Lots of little situation-dependent effects which can be really potent, but only in the right circumstances or against the right opponents. Not a bad start, especially with a minor benefit that works all of the time against anyone. Not sure about how to use that minor effect for Disengagements, though.

                      Moving on, I added a little bit of magical mirrors from other stories.



                      RECALLING REFLECTION (No Cost; Permanent; No Keywords; Essence 2 – Foiling Reflection)

                      The Mirror Shield can recall any scene that it has reflected before, allowing others to view (but not hear) the events of the past one more. This Evocation may be used at any time, but cancels and prevents any use of Foiling Reflection while it is in effect.

                      As always, the images reflected in the mirror are so life-like that showing anyone the subject of a fear or phobia will provoke their terror as though it were really present. Using the sight of a loved one's last, bloody moments has also proven effective at inspiring one's opponents into foolish actions. There are really as many applications of this Evocation as a player can imagine and their Storyteller permit.

                      Mastering this Evocation also allows the master of the Mirror Shield to use the blinding light techniques of the Foiling Reflection Evocation, even without any external source of light to reflect.

                      This Evocation must be purchased with XP.

                      "Cool!" I think to myself. More tiny little situation-dependent powers which can be memorable and super-useful, but nothing too powerful on its own. And I loved how I was able to "unlock" the blinding techniques.

                      Now, someone once wrote up the Purifying Mirror shield weapon from Okami for me, back on the official boards, and I was constantly double-checking it to see if there was anything I wanted to add. Now seemed like an excellent place to use it! Of course, it's another trick from Link's Mirror Shield as well.



                      REFLECTING HOSTILITY (Variable Cost (+1wp); Reflexive, Instant; Counterattack; Essence 3 – Recalled Reflection)

                      As a Counterattack effect following a successful parry Defense, the Mirror Shield can absorb and immediately return a projectile attack to the original attacker, at the same range, with the same number of successes, and all the same effects.

                      The master cannot copy the effect of a Charm whose minimum Essence exceeds the master's Essence rating, and must pay the mote costs (but only the mote costs) of every separate Charm or effect he wishes to copy.

                      Additionally, the shield's master may attempt to direct the counterattack at an enemy other than the one who originally attacked her, as long as her chosen target is within the maximum range of the original attack and in the same general direction as the original attacker. Doing this requires the shield's master to pay a point of Willpower and succeed on a reflexive (Dexterity + Melee) roll with a difficulty of 2 (for someone at close range), 3 (for someone at medium range), 4 (for someone at long range), or 5 (for someone at extreme range). For each additional extreme range band, increase the difficulty by 1.

                      Originally, the cost was a flat 5 motes, but then I questioned if being able to hurl a Total Annihilation-type attack back at the sender with just five motes was appropriate. Thoughts?

                      Also, should this Evocation only work against Decisive attacks?


                      Anyway, having decided to include the "return to sender" Evocation, I now had the perfect place to put "trap someone in the mirror!" Because I rejected the idea of the mirror shield projecting hologram copies of your enemies for the momentary purpose of repeating their Close-range attacks against them.

                      But then the "trap someone in a mirror" Evocation started gaining too many secondary effects, so I split it in two and this effect came first!



                      MIRROR REFUGE (?m; Reflexive, Indefinite; No Keywords; Essence 3 – Reflecting Hostility)

                      The master of the Mirror Shield may permit another person to touch their own reflection and then fall into it. Characters may willingly perform Take Cover actions to enter the shield as passengers, allowing the shield's master to protect them more thoroughly and easily than even a Defend Other action would allow.

                      The master may also use a Take Cover action to hide within the shield, but cannot take the shield inside itself; she must leave it behind in the real world to serve as her exit point. But an artifact shield alone can survive circumstances unscathed where its master would have perished where he stood.

                      Passengers can see and be seen by the outside world, but cannot hear or by heard by it. They may leave the mirror-world on their next turn with a Move action, or be ejected from it at any time by the shield's master. If a character starts combat within the shield and emerges with the intent to fight, she rolls Join Battle in that moment.

                      Inside the shield, immaterial beings become material. [Other details about the world, such as how many range-bands large it is, and what it looks like.]

                      While this Evocation is in effect, Foiling Reflection and Recalled Reflection cannot be used (as the mirror refuses to reflect anything but the images of its passengers), and the effects of Reflecting Hostility are changed. Any attack absorbed with Reflecting Hostility would be applied anew against a character hiding inside as if they were the original target. If the attack would only affect one target, or at least fewer targets than are trapped within the Mirror Shield, the Storyteller chooses who suffers the attack. Passengers defend themselves as normal, and may even protect other passengers with Defend Other actions.


                      MIRROR PRISON (5m; Reflexive, Indefinite; Decisive-only; Essence 3 – Mirror Refuge)

                      As a Counterattack effect following a successful parry Defense against a physical attack at Close range, the user can make a (Dexerity + Melee) Decisive attack with a grappling Gambit. Alternatively, the shield's master may use this Evocation's gambit after a successful Slamming Decisive attack that replaces the Initiative damage roll with a grappling Gambit roll.

                      Succeeding at the gambit means that the attacker enters the Mirror Shield. As this happens, the shield's master makes a (Dexterity + Melee + Essence) control roll. Even if he only achieves one success on the roll, he may choose to Restrain the attacker until the beginning of his next turn. An opponent Restrained by this Evocation imposes none of the usual grappling-related penalties or restrictions upon the shield's master. The shield's master may reflexively Release or Throw them at any time before the clinch ends. Savaging actions are not possible.

                      Prisoners can become willing passengers after the duration of the clinch against them has expired. Nothing prevents prisoners from attacking passengers, or vice versa, save for the master's ability to eject passengers.


                      MIRROR MAZE (No Cost; Permanent; No Keywords; Essence 4/5 – Mirror Prison)

                      This Evocation allows the shield's master to manipulate the reflected world inside the mirror, enabling him to:
                      • use Reflecting Hostility normally, and use Foiling Reflection and Recalled Reflection at all, even if there is someone inside the shield; the image of them disappears from the mirror's reflection while these Evocations are in use
                      • choose which of multiple characters inside the shield are affected by an attack absorbed with Reflecting Hostility, without Storyteller input, allowing the shield's master to kill or spare whomever he desires
                      • reflexively and indefinitely separate any prisoner from any other prisoners, denying them the ability to communicate, cooperate, or defend each other; separated prisoners may instantly be reunited to suffer an attack together


                      This mirror could be connected to a manse; a labyrinth of mirrors and reflections that serves to expand upon the mirror-world within the Mirror Shield, allowing the shield's master to travel across Creation by falling into the shield and walking out the manse's gates. Also a place where he could imprison his enemies more permanently.

                      As a starmetal weapon, naturally the manse would be a Sidereal-aspected manse, perhaps constructed in the safety of Yu-Shan.

                      The manse would have various functions: Just like the Mirror Shield, it can recall anything reflected in its mirror-surfaces, so it functions like a visual archive -- any book or painting or dance is captured in its memory and can be replayed at any time. But it can also serve as a prison, not only trapping people within reflections, but within its funhouse maze of mirror-walls. Beyond that, the mirror-maze-manse might have abilities relating to concealment from the outside world, increasing its safety as a refuge and security as a prison or archive of secrets.

                      The manse could also generate its own attendant spirit, whose purpose is to maintain and repair the manse and the shield, and retrieve the shield should the master die. The spirit of the manse would have no automatic loyalty to any master, being created only to serve the Mirror Manse and the Mirror Shield. But the spirit is amenable to forming mutually beneficial relationships with masters of the shield, allowing you to gain the spirit as an Ally who can be persuaded to lend his tricksy Charms to your cause.

                      Notably, the spirit may travel through any mirror or reflective surface to Hurry Home not only to the manse, but also to the Mirror Shield, and it may also take the shield's master and his allies with him when he retreats. More subtly, the spirit may simply spy upon events through reflections, using its Measure the Wind Charm against anyone caught in the Shield's reflection. The spirit can also share visions with the Mirror Shield that it hasn't actually reflected.

                      The spirit has few to no direct combat Charms, except for the ability to summon forth mirror-copies of others to fight in its stead, paying for their Charms from its own mote-pools.

                      Alternatively or additionally, that could itself be an Evocation the shield's master can learn, especially when someone is already trapped inside the Shield or the Manse.


                      Formerly Inugami, formerly Tornado Wolf.

                      My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

                      Comment


                      • Alright so i wanna make a staff for a Sun Wukong character. Orichalcum is obvious, but I think it might be cool if it had some odd effects via Moonsilver.

                        Maybe an evocation that allowed it to expand and reach to short range. Also thought some cool effects would allow it to expand and hole in place, like it expands to reach against walls and can act as a perch or a means of keeping an exalt from falling into a pit.

                        So since i'm still trying to figure out the power of such things, any advice would be appreciated.

                        Comment


                        • Originally posted by Elkovash View Post
                          Thoughts;


                          I'd move this into the 'Special Activation Rules' of the named evocation as is the style of the books. but that's just a personal thing. It'd free up this space for something else though, maybe something more flavourful?


                          Essentially this Evocation is +4 non-charm dice for a scene so even for just this I'd increase it's cost a bit, maybe 8m and the willpower.
                          The +2 to Initiative, is this when join battle is rolled? against each opponent? does only one count? I assume it's only once and only at join battle, in which case +2 sux to the join battle roll should add another mote surcharge (+ another 4 at least?).

                          I think this Evocation does entirely too much and costing it appropriately would make it cumbersome, especially as the opening evocation.


                          I like this one, not sure about it's cost, looks okay to me. I'm a little unsure how it fits the theme of a general's personal sacrifice for his troops though.


                          I get it, but I'm uninspired. Increase the duration to 'One Turn' so those motes are tied up for its duration. also.. what is this supplementing? It should be Simple or Reflexive, but I'd err to Simple. 4m feels cheap, especially if the user's Str is 5. I'd cost it up a bit. Does this count against charm dice? I think it should.


                          Ten rounds is a long time; especially when you're sporting the kind of persistent buffs this evocation gives you, especially if stacked with GMS. Again, does this count against charm dice?

                          I think my main issue (personally that is) is that nothing this Artifact does really builds on anything else it does, it's a lot of 'more dice' but that's probably just a personal flavour POV than a mechanical problem. I'd like to see its effects sing closer to it's creation story which was cool. I think it has more to offer.
                          Very good advice, this is quite literally my first attempt at custom making anything mechanical (relied on my old ST for that before) so I am kind of flying blind, so in general it would be better to make the Evocations more interdependent?

                          Comment


                          • Originally posted by Gigaton-Falcon-Emu View Post
                            Very good advice, this is quite literally my first attempt at custom making anything mechanical (relied on my old ST for that before) so I am kind of flying blind, so in general it would be better to make the Evocations more interdependent?
                            I wouldn't say "EMPIRICALLY BETTER" but just that's how I personally feel the evocation system was intended.

                            When I first looked at making custom content I was really lost with what I could do but The Unsung Hero has a really good thread sbout building an artifact from the ground up. I found if I followed their advice it gave the process a good ordering of consideration which made flavour one the evocations and coming up with ideas easier.

                            Ymmv as they say. But I still highly recommend their work. Links in their signature.


                            My Homebrew: Architect of the Regal Puppet Style (WIP) || Monkey Style || Radiant Halo of Incandescent Might || Pale Driver, Ruination of the Edifice of Tyranny || Sublime Percussion, Just a Whole lot of Fun || Idris, The Graceful Heart of Purpose

                            Comment


                            • So here's something I've been designing for a crafter player. All the fluff is written by my player while I handled the mechanics (which is why the charm text is split in two and not written natural like book charms).

                              I have not been able to test it in play yet to fine-tune the numbers so I've gone with what felt right for now.


                              Pale Driver (Orichalcum Grand Grimcleaver • • • •)
                              When Carlock of the Morlock people was Exalted by the Unconquered Sun on his first day in creation, he began to fear that the stories of his people’s legendary Creator Tyrant were realized in himself. As he quested through creation, however, he found his people’s dire legends reflected again and again in a myriad of ways; Demons that fed upon stolen souls to fuel dark sorceries, Tyrants that took the fruits of their people’s labour and delivered wretched servitude in exchange, prophets slicing children’s throats upon altars of brass and bone, and warriors wielding blades that drink the life of their victims
                              Outraged at such a grand and wondrous world brought low by such vile selfishness, Carlock began construction of a mighty tool of deconstruction, a final answer to all who would speed the wheels of their ambitions by greasing them with innocent blood.

                              Pale Driver was forged in a shadowland, heated first by a mundane forge, then by the fiery breath of an elemental,and finally by an array of lenses and mirrors that focused the sun’s light, even through the ceaseless gloom. The Orichalcum comprising the bulk of the weapon has been given a silvery, White-Gold appearance by this process. The only break in the all-white construction is the worm gear, A single piece of midnight black soulsteel. The body of the weapon is carved with glyphs in Old Realm, detailing the Morlock’s legends of their creator tyrant and her eventual betrayal by her former servants, with great detail given to her arrogance, cruelty, and horrific demise. For reasons Carlock cannot explain, there are places in the legend where he switches to the Old Realm used by much of creation instead of the specific dialect used by the Morlocks. The glyphs are usually invisible, but Carlock quenched the weapon using his heart’s blood, and during combat they glow a baleful red.

                              Attune: A Solar, Abyssal or Liminal Exalted who has attuned to Pale Driver and holds it on their person while making a Profile Character action, automatically reveals all arms and armor equipped by that character. If the target’s equipment is concealed, the Attuned Exalted gains gains +1 non-charm dice to the contested roll. This provides the Attuned Exalted with the knowledge of all tags and vital statistics relating to discovered equipment. Though it can reveal the presence of magical protection it cannot reveal the specifics of such protection.
                              Additionally, each time Pale Driver strikes another’s equipment (by having an attack soaked partially or wholly through Armour, having an attack parried or likewise parrying an attack) the equipment is Tagged and is revealed to the Attuned Exalt as if it were lit by a Glowing Caste mark (including the -3 to stealth attempts) for the rest of the scene. This effect can be discovered by other abilities that perceive essence.

                              Entropy-Driving Foundation
                              Cost: 1m (+2m); Mins: Essence 1
                              Type: Supplemental
                              Keywords: Withering-Only
                              Duration: Scene
                              Prerequisite: None
                              Construction requires both hard work and patience, and deconstruction is no different. With the designs for demolition clear in the Exalt’s mind, every parry, twist and thrust becomes a blow of the hammer, a twist of the wrench, or the thrust of the drill, driving nails and bolts of entropy into the gaps of the offending item and building a stable foundation for its unmaking.
                              Upon succeeding at a withering attack supplemented by this Evocation, the attuned Exalt can elect to store the Initiative that would have been added to the attacker’s pool inside the tagged equipment instead. Initiative stored in this way is safe from being withered unless the tag on the equipment is otherwise revealed. A piece of equipment with stored initiative becomes cumbersome to its wielder, losing one point of effectiveness (taken from accuracy, damage, soak, hardness or added to mobility penalty - chosen by the attuned exalt) for every 2i stored within it.
                              Special Activation Rules: This evocation may be activated reflexively for the increased cost when Pale Driver is used in an attempt at parrying an incoming attack. The attacking weapon gains 1i if the parry is successful.

                              Arcing Demolition Hammer
                              Cost: 4m; Mins: Essence 2
                              Type: Reflexive
                              Keywords: Counterattack, Decisive-Only
                              Duration: Instant
                              Prerequisite: Entropy-Driving Foundation
                              Once the scaffolding is in place, the time has come to swing the hammer and knock it all down. With the nails and bolts in place, Pale Driver thrums with power and spite as the Exalt swings it in a great arc. Striking at the foundation and weakest point of his target - the vulnerable flesh beneath.
                              This evocation is a decisive counterattack that adds the initiative stored within all tagged equipment borne by the target to the raw damage upon a successful strike. This attack resets the attuned wielder to base Initiative but, initiative stored within tagged equipment decreases proportionally to the number of successes rolled for damage. For example; if Carlock has stored 4i in a target’s armour and 2i in its weapon, he adds 6i to his decisive raw damage. If he were to roll 4 damage successes, the total stored initiative in the equipment decreases by 4, subtracted as Carlock sees fit while his own initiative track resets to base. This evocation explicitly allows decisive attacks even during crash but doing so does not reset the wielder’s Initiative to base.

                              Footprint-Maximizing Pulverization
                              Cost: 4m; Mins: Essence 2
                              Type: Reflexive
                              Keywords: Decisive-only, Stackable
                              Duration: Instant
                              Prerequisite: Arcing Demolition Hammer
                              No system truly exists in a vacuum. Every act of creation and destruction affects and is affected by the world around it. A skilled demolitionist realizes this, and endeavours to ensure his demolition causes as little disruption as possible. A motivated demolitionist not only maximizes the disruption but fine-tunes his demolition such that the fallout lands squarely on other systems he means to destroy. As Pale Driver tears apart foundations and knocks the nails loose, the Exalt continues his swing so as to drive the assorted debris into the ground, the walls, and even nearby objects. Creating an interconnected web through which chaos can echo back and forth.
                              Upon successful decisive attack, attuned exalt may activate this evocation to draw all the Initiative lost to bleed down into the scenery around the range band they currently occupy. This acts as a tagged region and it gains an additional +1i each round it remains active. Further activations of this evocation can stack additional Initiative into the tagged region. A tagged region acts as difficult terrain for any other characters that currently have tagged equipment, as well as giving the attuned exalt +1 non-charm dice to attacks against characters with tagged equipment for every three Initiative stored within the region.

                              Left-Handed Spanner Abrasion
                              Cost: 4m, (+1m, 1wp); Mins: Essence 2
                              Type: Supplemental
                              Keywords: Dual, Perilous
                              Duration: Instant
                              Prerequisite: Footprint-Maximizing Pulverization
                              What Pale Driver hath pulled apart is forevermore united in mutual conflict.
                              Making a withering attack, the attuned exalt feeds an additional 1i into every tagged item or region within short range for a successful strike.
                              Special Activation Rules: When the attuned user and a target with tagged equipment occupy a region containing a tag and initiative, this charm can be activated reflexively for the additional cost to sabotage the environment occupied by the target and deal decisive damage equal to the initiative held in that tag point, resetting it to 0 after the attack completes.

                              Kharmic Recalibration Catastrophe
                              Cost: 8m, 1wp; Mins: Essence 3
                              Type: Reflexive
                              Keywords: Counterattack, Perilous, Uniform
                              Duration: Instant
                              Prerequisite: Left-Handed Spanner Abrasion
                              [insert fluff]
                              This evocation is triggered in response to an opponent with tagged equipment taking an action within the bounds of a range band that contains a tagged region and is declared before any dice are rolled. All Initiative stored within tagged equipment or regions within short distance from the target immediately reset to 0 and the total number of Initiative lost in this manner is subtracted from the successes of the target’s roll. If this effect induces a failure on the roll, it is considered a botch and the target must contend with incidental environmental effects as the Storyteller determines most appropriate. This could be falling from a great height, having debris or other materials crash down on the target, open flames, explosions, etc. Damage from this effect is at least comparable to a fall from a short height and increases in effectiveness by one step for every four Initiative consumed in the effect beyond what was required to force the botch.


                              My Homebrew: Architect of the Regal Puppet Style (WIP) || Monkey Style || Radiant Halo of Incandescent Might || Pale Driver, Ruination of the Edifice of Tyranny || Sublime Percussion, Just a Whole lot of Fun || Idris, The Graceful Heart of Purpose

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                              • Journey’s End (Soulsteel, Jade, and Starmetal Grim Scythe)
                                Artifact ****

                                Journey’s End is a savage thing. The weapon is shaped as a two faced bestial God head, the blade emerging from the mouth of one as a massive bladed tongue, while the other face forms a hammer like club on the back of the weapon and glowers out at the world. Both are cyclops with empty sockets.
                                The blade is black jade, the heads and butt cap of the blade are Soulsteel, and the haft is of some unknown black wood that proves as resistant to scratches or damage as the metal. Along the blade in delicate inlay of Starmetal are glyphs of a language dead a thousand years when the deliberative fell.. Were there any left alive to read it they would know them to be the Sutras of the Final End, the cthonic prayers to the Maiden of Endings from a people who worshipped the death off all things. The haft is wrapped in wire of white Jade and the butt cap is formed as a skull. The weapon has sockets for 2 hearthstones, one in each of the face’s eye sockets.
                                Journey’s End is a weapon designed to kill things that are not supposed to die.
                                Note: For the purposes of Evocations here “Spirits” refers specifically and ONLY to Gods, Fey, Ghosts, and Demons. Elemental are natural parts of the world and do not incur the wrath of Journey’s End

                                When attunes Journey’s End costs an additional mote and provides the following benefits: Using Piercing no longer costs initiative and the amount of soak pierced increases to Strength or 4 whichever is higher.

                                Evocations:

                                The Taste of Blood
                                Cost: - Mins: Essence 1
                                Type: Permanent
                                Keywords: None
                                Duration: Permanent
                                Prerequisite: None

                                Journey’s End hungers for the blood of immortals. Whenever a demon, ghost, Fey, or God is nearby the user knows. The method of warning is abstract, so a blood ape might be presaged by the smell of old blood and the faint sound of bones being crushed, while a ghost by a sudden chill and the smell of grave incense. The bearer may make a reflexive (Perception+Occult) roll to parse out more information at a difficulty of (5 – Essence of the spirit). This Evocation does not allow the bearer to see, interact with, or otherwise do anything but know the spirit is near.
                                This Evocation unlocks the first time an attuned user encounters a spirit.

                                Blood on the Wind
                                Cost: 3m Mins: Essence 1
                                Type: Supplemental
                                Keywords: Decisive-Only
                                Duration: Until committed motes are released
                                Prerequisite: The Taste of Blood

                                You can run, but you can't hide. The rightful prey of Journey’s End cannot escape entropy forever.
                                This Evocation Supplements a Decisive attack against a Spirit. If the attack deals at least 1 health level of damage, Journey’s End tastes the entity’s blood and can track it. If the Spirit escapes the bearer, as long as the motes remain committed he can follow the spirit perfectly. It will not break stealth charms or allow entry to sanctums but it will always let the wielder know the direction and approximate distance to the Spirit. Blood on the Wind can reliably lead the wielder to within short range of the target. This Evocation may ALSO be activated as a Simple action for the same cost IF the bearer has a part of the creature (a severed limb, a large amount of blood or ichor left on a battlefield, etc).

                                Fear the Reaper
                                Cost: - (1wp) Mins: Essence 2
                                Type: Permanent
                                Keywords: Psyche
                                Duration: Permanent
                                Prerequisite: Blood on the Wind

                                For those with eyes to see and the wisdom to discern the truth, Journey’s End is wreathed in the essence of death. Spirits now instinctively know that the weapon’s kiss is an end to all things.
                                Any Spirit that encounters the bearer must immediately spend 2 willpower or be affected by an instill action to add or strengthen an intimacy of “Respectful Fear” to word the bearer. The bearer may intentionally exclude a specific spirit from this effect for 1 willpower per meeting.
                                If Journey’s End inflicts at least 1 HL of damage on a decisive attack against a spirit that spirit must spend 2 willpower or gain (or strengthen) a tie of “Abject Terror” against the wielder.
                                This effect cannot be waived.

                                Power From Blood
                                Cost: 1wp Min: Essence 2
                                Type: Supplemental
                                Keywords: Decisive Only
                                Duration: Instant
                                Prerequisite: Fear the Reaper

                                What is dead should stay dead, and there is power in the death of an immortal.
                                When Journey’s End is used to kill a spirit with this Evocation it is gone forever. As it dies, the weapon’s mouths open and suck in ephemeral energy into the weapon. This generates sorcerous motes equal to (Spirits Essence + Spirits temporary Willpower). These motes are stored until the next sun rise and may be used by the wielder to cast sorcery OR Necromancy spells.


                                Wheat before the Blade
                                Cost: 8m 1wp. Min: Essence 2
                                Type: Supplemental
                                Keyword: Decisive Only
                                Duration: Instant
                                Prerequisite: Power From Blood

                                For spirits, the blade of Journey’s End is oblivion itself. It is the final word, and its presence installs Terror. And to know fear is to know your own death.
                                This Evocation Enhances a decisive attack against a spirit.
                                First, extra successes from the attack are carried over to damage.
                                Second, the damage roll converts dice to automatic successes if the spirit has an intimacy of fear or terror directed at the wielder or Journey's End (Minor converts 1, Major converts 3, and Defining converts 5).
                                Lastly any remaining unconverted dice benefit from double 9s on the damage roll.

                                **Edit: Verbage and added capstone charm
                                Last edited by DarthGerg; 04-24-2016, 12:10 PM.

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