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  • Ferryman
    started a topic [3E] The Artifact and Evocation Workshop

    [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.

  • Alistair
    replied
    Considering Wood Aspect anima flux is not even a Charm for Wood Aspects, and how it affects people out to close range from them, I'd say it's good for E1 with that cost, personally.

    Leave a comment:


  • Kelly Pedersen
    replied
    Originally posted by MrFamiliar View Post
    Sickly Honeysuckle Scent (Green Jade Powerbow)
    Cost: 4m, 1i, 1a Mins: Essence 1
    Type: Simple
    Keywords: Decisive-only, Wood
    Duration: Essence + Stamina rounds
    Pre-Requisite Charms: None

    The bow draws in it's wielder's anima and blends it with it's own essence, drenching an arrow in wretched sap reminiscent of the Emerald Dragon's anima flux.

    The wielder may make a special gambit, with a difficulty of (6-Essence). If successful the arrow explodes on impact, dousing the target in the heavily scented sap. The target, plus anyone within close range is afflicted with the poison of the Wood Aspect's anima [2i/round, Ess+Sta rounds duration, -1 penalty].

    If the wielder is in Wood Aura when using this evocation, she adds excess successes from the Gambit roll to the poison's duration.

    ---
    Thoughts? Comments? Too strong for Ess 1?

    I'm not sure it's too strong for Essence 1. It might be too strong for the very first evocation. I'd suggest having it only hit the actual target of the arrow initially, and only expanding it to "everyone in close range" with a repurchase, or perhaps automatically improving at Essence 2.

    Also, the duration is a bit confusing. Is the intent here that the user has to keep the essence committed for the duration of the poison, and if they decommit, the poison ends earlier? If so, I'd suggest dropping that element, and just making it duration: Instant, allowing the user to "fire and forget".

    Leave a comment:


  • MrFamiliar
    replied
    Sickly Honeysuckle Scent (Green Jade Powerbow)
    Cost: 4m, 1i, 1a Mins: Essence 1
    Type: Simple
    Keywords: Decisive-only, Wood
    Duration: Essence + Stamina rounds
    Pre-Requisite Charms: None

    The bow draws in it's wielder's anima and blends it with it's own essence, drenching an arrow in wretched sap reminiscent of the Emerald Dragon's anima flux.

    The wielder may make a special gambit, with a difficulty of (6-Essence). If successful the arrow explodes on impact, dousing the target in the heavily scented sap. The target, plus anyone within close range is afflicted with the poison of the Wood Aspect's anima [2i/round, Ess+Sta rounds duration, -1 penalty].

    If the wielder is in Wood Aura when using this evocation, she adds excess successes from the Gambit roll to the poison's duration.

    ---
    Thoughts? Comments? Too strong for Ess 1?
    Last edited by MrFamiliar; 10-26-2019, 04:50 PM.

    Leave a comment:


  • BadassOverlord
    replied
    Originally posted by JohnDoe244 View Post
    So I've tried to break the game, and I'm being stymied by the fact that you can't use a longbow whilst mounted. Nertz.

    What do you guys think about adding the mounted tag to a powerbow with an Evocation or as an attunement bonus?
    Just ride a chariot

    Leave a comment:


  • Epitome
    replied
    Well you already acknowledge that it will break the game, so I'm not entirely sure what you're asking feedback on. Are you trying to balance it, or are you asking if it sounds OK to break the game in this specific way, or something else?

    Edit : I think it could work as an E4 or E5 artifact with a strong backstory and theme that can justify the mechanic and make it part of something epic. If it's just added on top of any given powerbow then personally I'd frown on it as ST.
    Last edited by Epitome; 10-23-2019, 05:00 PM.

    Leave a comment:


  • JohnDoe244
    replied
    So I've tried to break the game, and I'm being stymied by the fact that you can't use a longbow whilst mounted. Nertz.

    What do you guys think about adding the mounted tag to a powerbow with an Evocation or as an attunement bonus?

    Leave a comment:


  • Epitome
    replied
    Here is an "Unmovable Object" Artifact Armor for Hakkonen's thread. The numbers probably need some tweaking but this should give a general idea.


    Earthwalker
    (White Jade Articulated Plate, Artifact * * * * *)


    Attunement: 6m
    Type: Heavy (+11 Soak, Hardness 10, Mobility Penalty -2)
    Tags: None
    Hearthstone slot(s): 2
    Era: Eight Directions Era
    Legends say that during the era when Creation was at its peak size, Pasiap sometimes walked the land in a human guise. Wearing a wondrous articulated plate with all the hues of the earth, he would wander about Creation's vast expanses to enjoy the fruit of his labor. While many champions challenged him during his travels, none could so much as move him.

    This lasted until Pasiap wandered a bit too far and found himself in a storm of uncontrolled Wyld energy. Recognizing the signs of a truly world-threatening Behemoth taking shape, Pasiap channeled his armor's Essence into it to guide its shaping. This reduced the nascent Behemoth to a threat that could be handled by Exalts, but also diminished the armor. No longer confident that it could protect him, Pasiap buried the armor at the site of the Behemoth's birth and henceforth stuck to his watch duty as the Dragon of Earth.

    Every now and then a tale pops of a great hero who was wearing Pasiap's own armor. Was it buried in the earth, or taken from the Behemoth's own Essence, or something else? The Details are unclear, but the Armor roams creation anew.


    Evocations of Earthwalker

    Earthwalker's wearer is immune to all mundane forms of equilibrium loss - they do not trip, do not fall when traversing a rocky ship and ignore minor earthquakes. When Earthwalker's wearer parries and at the end of each turn where they didn't move, they gain 1 level of Stability, and whenever they move a range band or get hit by an attack they lose 1 level of Stability. Every 2 levels of Stability adds 1 Parry and removes 1 Dodge from the wearer, and Stability powers some of the Armor's Evocations. Maximum 10 Stability.


    Reverberation of Earth
    Cost: 2m; Mins: Essence 1
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisites: None

    Earthwalker does not move. Those foolish enough to try moving it soon discover that their efforts are turned against them. When an enemy uses an effect that would move you by range bands, activate this Charm to reflect the effect back at them, causing them to be moved instead. The enemy takes any fall damage their movement causes them as normal.

    The wearer may expend levels of stability to increase the movement inflicted by 1 range band per level, up to double the range bands.

    If used against environmental hazards or similar with no clear source to reflect against, the movement is simply negated.


    Harm-Swallowing Earth
    Cost: 3m, 3 Stability; Mins: Essence 1
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisites: None

    Despite being made from solid Jade, Earthwalker has the texture of earth and swallows enemies' attacks whole. Use after parrying a melee attack or taking no damage from it to embed the weapon into Earthwalker, initiating a Disarm gambit that automatically hits, using Stability dice for the Gambit roll. An enemy attempting to wrench the weapon free must make a Difficulty 3 Gambit against you.

    Against a ranged attack, activate to automatically parry any attack from long range or greater, which can be improved to medium range by expending 2 Stability.

    Special Activation Rules : Automatically unlocks if you take no damage from a Decisive Attack.


    Earthwalker's Approach
    Cost: -; Mins: Essence 1
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Reverberation of Earth, Harm-Swallowing Earth

    Earthwalker rests comfortably upon its wearer's shoulders, offering its protection from the moment conflict breaks out. You begin each battle with (Stamina) levels of Stability.

    Special Activation Rules : Automatically unlocks after spending a Story attuned to Earthwalker.



    Strength from Inertia
    Cost: -; Mins: Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Earthwalker's Approach

    Whenever you end a turn without moving range bands, until your next turn whenever an enemy ends their turn without having moved they lose (Essence/2, round down) Initiative, which you gain. This considers the enemy's position relative to you - an enemy who spins circles around you but remains in close range will suffer the effect of this Charm.



    Earthblessed Stance
    Cost: 5m, 5 Stability; Mins: Essence 2
    Type: Simple
    Keywords: None
    Duration: Until you move
    Prerequisites: Strength from Inertia

    Earthwalker's wielder becomes immovable. For the duration of this Charm, double all Stability gains and waive the cost of Reverberations of Earth. Additionally, you may increase your armor's Soak and Hardness by up to (Stamina+Essence) at a cost of 1m per point of Soak or Hardness. Additionally, for the duration the wearer is considered Legendary Size for the purpose of effects that require Legendary Size to resist, such as being unable to oppose a grapple by a Legendary Size Enemy.



    Pasiap's Verdict
    Cost: 5m, 2 Stability per added range band; Mins: Essence 3
    Type: Simple
    Keywords: None
    Duration: Instant
    Prerequisites: Earthblessed Stance

    Haste is a moral failing which needs rectification. Strike the earth, causing all enemies in close range to fall prone. The range can be extended by paying 2 levels of Stability per added range band, max Long range.

    Each enemy struck grants you 2 stability.



    True Earthwalker
    Cost: -; Mins: Essence 4
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Pasiap's Verdict

    As Pasiap once was, Earthwalker's wearer is truly a wandering mountain. Each turn you can move 1 range band without losing Stability. Additionally, Strength from Inertia triggers even if you move 1 range band, and Earth Blessed Stance is now Scene long, ending only if you move by 2 or more range bands in a single turn.



    Earth's Vengeance
    Cost: 15m, 10 Stability; Mins: Essence 4
    Type: Simple
    Keywords: None
    Duration: Instant
    Prerequisites: Pasiap's Verdict

    Those who cannot stand are not worthy of staying in the Earthwalker's presence. Expel a thunderous explosion of Earth Essence, propelling all prone enemies within Long range of you out to Extreme Range of you. An enemy at long range is thrown 1 range band away from you, an enemy at medium range is thrown 2 range bands away, etc, such that all targets end up at Extreme range from you.

    Non-trivial Opponents may not suffer more than 2 range bands of falling damage from this Evocation's effect. Enemies who would suffer more damage instead lose initiative equal to the total range bands they traveled.

    This Evocation is usable once per Story.

    Special activation rule : Can be activated Reflexively immediately after using Pasiap's Verdict.



    Walk of the Earth Dragon
    Cost: 20m, 2wp; Mins: Essence 5
    Type: Simple
    Keywords: None
    Duration: One Walk
    Prerequisites: Earth's Vengeance

    Hoping to stop the earth itself is like hoping to snuff out the sun, laughable in the absolute. Take on the aspect of the Earth Dragon, deciding on a destination. So long as you keep walking towards that destination, a shroud of massive Earth energy protects you from any and all harm. After you reach your destination, you are no longer impervious to harm, but remain wreathed in hues of earth until you leave or the Scene ends - if a fight erupts during that time, you begin the battle with 20 Stability and your maximum Stability for this fight is 20.

    This Evocation is usable once per Story.


    Edit : Small revisions, added an E5 capstone
    Last edited by Epitome; 10-01-2019, 03:39 PM.

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  • Kelly Pedersen
    replied
    This is something Aranfan requested over in the Ask a Question, Get an Answer thread: a set of moonsilver silken robes, for a martial artist Full Moon Lunar.

    The Thousand Beast Robes
    (Moonsilver Silken Armor, Artifact ****)


    These robes, in style of martial arts robes worn by schools on the Blessed Isle, were the training clothes of Lavanya of the Thousand Beasts, a Lunar who Exalted during the Shogunate. Luna graced her with power as she struggled to get past the guards of the White Feather Monastery on the slopes of the Imperial Mountain and wrest the secrets of Eagle Style from the abbot. After she left the abbot and all her apprentices on the floor of the training ground and flew away, Eagle Style's form in her mind, she continued to journey throughout Creation. She was said to have learned more diverse animal shapes than any of her contemporaries, making a point to seek out every type of creature in the lands she traveled to gain their forms. And she learned not just their physical shapes, but the ineffable essence of how each moved and fought, becoming a master of (so it is said) every animal style of martial art. Though she frequently battled Dragon-Blooded and other forces of the Shogunate, she never paid much heed to the elders of the Silver Pact, instead pursuing her own quest to become the greatest martial artist in the world. As Lavanya traveled and trained, the blood and sweat from her travails soaked the mundane cloth of her old robes, leaving behind minute flecks of silver. Eventually, the robes shimmered and rippled with her every move, transformed by her own quest for mastery into moonsilver garments fit for a master.

    Lavanya disappeared only a few short years before the end of the Shogunate, lured into the depths of the Wyld by rumors of a raksha noble who possessed the secrets of a style based on a beast that was nowhere in Creation, a creature that could not exist in the world. She vanished, and the Lunars had many other things to deal with that prevented them from seeking to learn her final fate. Only a decade ago, however, a monstrous creature emerged from the Wyld mists on the Dreaming Sea, a terrible hybrid of many creatures, that rampaged through the strange cities of the Sea's coasts and islands until it was brought down by a circle of young Lunar champions. When it breathed its last, its body melted away into wyld-stuff and fragments of skin, bone, and blood, but left behind the Thousand Beast Robes, still shimmering and pristine.

    These robes consist of long, shimmering silver cloth, with hundreds or more animals embroidered on them. The creatures appear to move as the fabric ripples and shifts with the wearer's movement, and as she acquires new animal forms, new creatures appear on them. The robes are split down the sides of the legs, giving their owner easy freedom of movement to assume stances, launch kicks, or otherwise practice her arts.

    Evocations of the Thousand Beast Robes
    A wearer attuned to the Thousand Beast Robes may, upon either assuming a martial art form or an animal shape for the first time in a scene, declare that form or shape to be her "chosen beast". The martial art form must belong to a style that mimics an animal, and the form must be of an animal that matches an animal style that the wearer has learned the form charm for. The Storyteller has final say over whether an animal shape is sufficiently close to a martial arts style to qualify. Snake Style, for instance, requires a venomous snake form to qualify, since so many Snake charms involve poison attacks. Tiger Style, meanwhile, could work with a leopard shape, since leopards have a similar style of hunting and natural fighting to tigers. Martial arts charms of the style that matches the chosen beast do not end when the wearer assumes that beast's form (although they still stop providing any benefit to the wearer). Time spent in the beast shape still count towards the duration of any charms. If she resumes human form, any martial arts charms of the appropriate style that she previously had active resume their effect, with whatever duration they had remaining.

    Like most moonsilver artifacts, the Thousand Beast Robes can automatically transform to fit any animal form the wearer assumes. They remain visible in such forms, which might compromise disguises. The wearer can choose to send them elsewhere instead, but if she does, she loses access to all evocations of this artifact until they return.

    Skillful Beast Emulation
    Cost
    : 1m + 1+m; Mins: Essence 1
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisites: None
    When making martial arts attacks using the style that matches her current chosen beast, she may add dice. The first mote she spends on this charm adds two dice, with every mote thereafter adding a single die. This charm can also raise the wearer's Parry, if it is based on the appropriate style. In this case, the first mote spent raises her Parry by 1, while each additional increase to her Parry costs 2 motes.
    At Essence 2, this charm upgrades - its benefits can now be applied to natural weapon attacks and to parries made when in the chosen beast form as well.
    At Essence 3, Skillful Beast Emulation upgrades again - for attacks, the first two motes spent each improve the roll by two dice, while subsequent motes buy 1 die at a time. For parries, adding +1 or +2 to the static value costs 1 mote each, while later improvements cost 2 motes.
    At Essence 5, the charm upgrades a final time, allowing the first three motes spent on it to each buy 2 dice or +1 to Parry, and subsequent motes buying 1 die, or 2 motes for +1 to the static value.

    Swift Transformation Mastery
    Cost
    : -; Mins: Essence 1
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Skillful Beast Emulation, Quicksilver Second Face
    This charm permanently upgrades Quicksilver Second Face, making the wearer a master of transformation into appropriate forms. If she is transforming into her chosen beast form, the cost of transformation becomes only 3m, and the cost to activate Quicksilver Second Face is reduced to 1i.

    Bestial Strike Discipline
    Cost
    : - (3m, 2i); Mins: Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Swift Transformation Mastery
    As the wearer strikes with consummate martial skill, she transforms, delivering wounds that do more than emulate an animal. This charm upgrades Quicksilver Second Face, allowing it to be activated as part of an attack, if the wearer pays a 3m, 2i surcharge. The attack must be made with the Martial Art ability of the style matching the wearer's chosen beast form. The wearer of the Thousand Beast Robes transforms into her chosen beast as part of the attack, allowing her to use the damage of the chosen form (if the attack is successful) instead of her regular damage. If she used a martial arts weapon to make the attack, the chosen beast form must use the damage from the natural attack that matches the weapon - for example, a martial artist using Tiger Style and attacking with tiger claws would have to use the damage from a great cat's claw attack, not its bite.

    Lessons From Blood and Bone
    Cost
    : - ; Mins: Essence 2
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Skillful Beast Emulation
    To become a creature is to learn its ways - every Lunar knows this. Lessons From Blood and Bone permanently upgrades all charms with the Form keyword that belong to animal styles that the wearer knows. They all gain an additional means of activating the charm reflexively, that being "assume the current chosen beast form". This benefit only applies for a form charm that matches the chosen beast, however - if a cobra was the chosen beast, only Snake Form would gain the ability to reflexively activate the charm upon assuming a cobra shape. Note that, while a form charm can be activated while shapechanging into the form, the non-human form still doesn't gain the benefit of the form, which requires reversion to human shape.

    Hide-to-Scales-to-Feathers Practice
    Cost
    : 5m; Mins: Essence 3
    Type: Reflexive
    Keywords: None
    Duration: One Scene
    Prerequisites: Lessons From Blood and Bone
    The spirit of Lavanya whispers in the wearer's ear, reminding her that a true master not someone who knows every trick of one martial art, but rather someone who knows one trick from every martial art. If the wearer shapechanges into an animal form that does not match her current chosen beast, but would be a valid choice for a different form, she may activate this charm. Doing so changes her chosen beast form, and the affected martial art style, into the newly-transformed style. This change occurs before the transformation actually takes place, meaning that Lessons From Blood and Bone will allow her to reflexively assume the new form if she wishes, converting any committed motes from the old form into the cost of the new, as normal.

    Lessons From Tooth and Claw
    Cost
    : - (5m); Mins: Essence 4
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisites: Hide-to-Scales-to-Feathers Practice
    The animal styles emulate the essence of the beasts. How, then, should a true master of such styles not be able to turn about and apply their lessons while fighting as such creatures? This charm permanently upgrades all the charms with the Form keyword that belong to animal styles that the wearer knows. If she pays a 5 mote surcharge when activating such a form charm, she becomes capable of using the lesser techniques of the style while in the form of the animal that matches it. This applies to the form charm itself, and all charms in the style that come before it (that is, that don't require the form charm or any charms that in turn require the form charm as prerequisites). All such charms can now be activated while in the chosen form, and continue to provide their benefits in such a form if they were already activated.




    I figure that should be enough to get started, though as a 4-dot artifact, it should definitely provide a few more evocations. I'd suggest some specific ones tied to the styles that the character actually currently knows, and especially things that improve actual soak/defenses, which I realize I've kind of shorted for an armor artifact. Hope this helps, Aranfan!

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  • Epitome
    replied
    Here is a Silken Armor for Aranfan in the Ask a Question Thread

    Veil of the Hundred Ways
    (Moonsilver Silken Armor, Artifact * * * *)


    Attunement: 4m
    Type: Light (+5 Soak, Hardness 4, Mobility Penalty -0)
    Tags: Silent, Special
    Hearthstone slot(s): 1
    Era: Reign of the Scarlet Empress

    In order to placate a rampaging Martial Arts god, an immaculate monk made a bet with him : he would agree to fall in line, upon the condition that she vow to master every Martial Arts on Creation. Should she die before succeeding, he would be released from the pact. Fearing that a Dragonblooded's lifespan was not long enough to master every Martial Arts, a Sidereal friend of the immaculate crafted for her a Silken Armor that would help her along on her journey. In the end, realizing she would not have enough time, she went back to the god and slew him using her centuries of training.

    It is not known what became of the immaculate after that. Her Silken armor may have been found where she fell, or maybe she passed it along to a promising new talent.


    Evocations of the Veil of the Hundred Ways

    Whenever the Veil's wearer learns a new Martial Art, she gains 2 dots in it instead of 1 (This effect can be applied retroactively when the wearer attunes to the Veil for the first time). Martial Arts Mentors and Sifus see you as a Martial Artist worth training - they are considered to have a Minor Positive Tie towards you for the purpose of social influence relating to Martial Arts training.

    Fluent Stylist Method
    Cost: -; Mins: Essence 1
    Type: Permanent
    Keywords: Dissonant
    Duration: Permanent
    Prerequisites: None

    Whenever you fulfill the conditions for reflexively entering a form while already in that Form, you may choose to reflexively enter a different Form that you know instead.

    Dissonant : As long as the wearer is not dissonant with Moonsilver, this Evocation awakens at no cost the first time its activation conditions are fulfilled.
    General Note : The Evocations of the Veil should be split between Evocations that enhance the Charms of many different Martial Arts, and milestone Evocations which enhance all or multiple Martial Arts. The following Evocations are 3 examples of Martial Arts enhancing Evocations, but the Artifact should enhance whichever Martial Arts the character knows and practices.


    Deepened Shadows Stance
    Cost: -; Mins: Essence 1
    Type: Supplemental
    Keywords: Resonant
    Duration: Instant
    Prerequisites: Fluent Stylist Method, Nothing But Shadows

    Upgrades the Ebon Shadow Charm Nothing But Shadows. When you would fake death after being hit with a Decisive Attack, you may immediately make a stealth attempt. If successful, you appear to vanish into thin air, re-establishing concealment even if no cover is available.

    Resonant : When the Stealth attempt succeeds, spawns a shadow clone of you which appears to die. You may make the go to ground rolls as per the Charm's base effects - if successful, your opponents will think the clone is you who has died.


    Pouncing Tiger Fury
    Cost: 2m; Mins: Essence 1
    Type: Supplemental
    Keywords: Dissonant
    Duration: Instant
    Prerequisites: Fluent Stylist Method, Crimson Leaping Cat Technique

    Upgrades the Tiger Charm Crimson Leaping Cat Technique. For an additional 2 motes, you may use the Charm to launch an attack against an enemy from Short range, in which case a Rush/Disengage roll occurs just before your attack and can be used for Crimson Leaping Cat Technique effects. This upgraded effect is usable once per target.

    Dissonant : The attack uses your Movement Action for the Turn.


    Scythe's Gleaming Edge
    Cost: 2m; Mins: Essence 1
    Type: Supplemental
    Keywords: Resonant
    Duration: Instant
    Prerequisites: Fluent Stylist Method, Falling Scythe Flash

    Upgrades the White Reaper Charm Falling Scythe Flash. Having pinpointed the enemy's soft spot, nothing will stop your weapon from finding its mark. Pay a 2 motes surcharge to reduce the target's Parry and Evasion by (Essence/2 rounded up).

    Resonant : Against Battle groups, waive the mote surcharge and reduce Parry and Evasion by 1 additional point.


    Peerless Master's Form
    Cost: -; Mins: Essence 2
    Type: Permanent
    Keywords: Resonant
    Duration: Permanent
    Prerequisites: Martial Arts upgrading Evocations for 3 different Martial Arts

    Once per Scene, you may waive a Form's activation cost.

    Resonant : Every Martial Arts for which the Veil has at least 1 upgrading Evocation may benefit from this effect once per Scene. The regular effect may not waive a Form's cost a second time, but it may waive the cost of any Martial Arts you do not have an Evocation for.


    [ ... Insert more Martial Arts Charm enhancing Evocations Here ... ]


    Grandmaster's Flawless Understanding
    Cost: 10m, 1wp; Mins: Essence 3
    Type: Simple
    Keywords: Resonant, Dissonant
    Duration: 1 day
    Prerequisites: Peerless Master's Form, Martial Arts upgrading Evocations for 5 different Martial Arts in total

    Once per Story, you may enter a meditative trance to gain perfect understanding of a single Martial Arts. For 1 day, your affinity for the Martial Arts goes up by one step - If it has the Terrestrial Keyword, it loses it, and if it doesn't have the Terrestrial Keyword it gains the Mastery keyword. Reset by accomplishing a Legendary Social goal or defeating a master Martial Artist.

    Dissonant : A wearer who is dissonant with the Veil only increases the affinity of (Essence) Charms in the chosen Martial Arts..
    Resonant : Activating this Charm applies its benefit to (Essence) different Martial Arts for the day.


    [ ... Insert more Martial Arts Charm enhancing Evocations Here ... ]


    Transcendant Flowing Grace
    Cost: -; Mins: Essence 4
    Type: Permanent
    Keywords: Resonant, Dissonant
    Duration: Permanent
    Prerequisites: Grandmaster's Flawless Understanding, Martial Arts upgrading Evocations for 7 different Martial Arts in total

    Upgrades Grandmaster's Flawless Understanding. While the effect is active, the Martial Arts Form for the chosen Martial Arts can be activated Reflexively and for free, and when doing so you may reflexively ready an appropriate weapon for the Form. Note that you must attack or defend at least once before you can switch Forms again by this Evocation's effect.

    Special activation rules : Martial Artists who permanently have the Mastery keyword learn this Evocation automatically upon Learning Grandmaster's Flawless Understanding, bypassing prerequisites.

    Dissonant : A wearer who is dissonant with the Veil may not learn this Evocation.
    Resonant : Grandmaster's Flawless Understanding now applies its benefit to (highest of Essence and 7) different Martial Arts for the day.


    EDIT : small tweaks, cleaned up and added an E4 capstone so Solars have something to look forward to since the E3 Evocation does nothing for them.

    EDIT2 : removed the First Charm's Resonant effect of making switching Forms cheaper because it had no effect (switching Forms already lets you keep committed motes to pay for the new Form)
    Last edited by Epitome; 09-27-2019, 11:29 AM.

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  • vampire hunter D
    replied
    a thrown weapon that returns almost sounds like par for course on such things. that feels more *** to me. Maybe not as a free evocation but definitly not so powerful you'd need extra dots to have it as one.

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  • JohnDoe244
    replied
    The dedicated Thrown weapons all automatically return to the wielder.

    How do the forums feel about:

    1. A Thrown weapon that "never leaves the wielder's hand" (like 2E's Infinite Jade Chakram)?

    2. A Thrown/Melee weapon that returns? (Perhaps as a free Evocation on a Longfang.) I strongly feel that would be fine on a 5 dot Artifact, would probably be ok on a 4 dot... is it ok on a 3 dot?

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  • JohnDoe244
    replied
    Storm's Embrace - 5-dot Heavy Artifact Armor

    Sometimes, during a fierce storm an elemental serpent of lightning and essence is born. These fiece creatures typically exist for but a short time burning brightly as unstoppable bolts from the blue whilst they do exist.

    In the long forgotten time of the Second Deliberative, the artificer, Fiachu Ganan (renowned for both his wisdom and his subtlety), bound scales taken from these marvellous beasts with impossibly thin strands of soul-steel and rimmed each individual scale with black jade. Backing the scales on a skeleton of blue jade and lining that frame with leather made of the wings of giant bats which inhabit the lightning-wracked Jubatus Forest of the north east, Ganan created a scaled mail with a simple outward appearance that beguilled the true amount of magical material used in its construction.

    The plain, aiconic armor fell out of fashion in the time of the Shogunate, as Gens Fiachu withered. But it's rediscovery in the Second Age has marked it as a wonder of jade and a highly sought prize.

    Attunement: 6m
    Type: Heavy (Soak +11, Hardness 10, Mobility Penalty −0)
    Tags: None
    Hearthstone slot(s): 2
    Era: Usurpation

    Evocations

    Air Essence infuses Storm's Embrace. Heavy as a pregnant thundercloud, the armor doesn’t impair the wielder’s grace or agility; it imposes no mobility penalty. The wearer remains buoyant in water as though unarmored, bourne aloft by air essence trapped under the black jade.

    This airy Essence also extends outward into a thin layer of fresh, clean air. This renders the wearer
    immune to drowning and to airborne poisons, diseases, and environmental hazards based on corrosive agents like acid.

    The armor additionally functions identically to a Belt of Shadow Walking. The wearer can add three dice to all stealth rolls, both twisting natural light to bring forth the shadows that preclude a storm and summoning the unnatural umbra of the Underworld through the twists of soulsteel through the elemental scales that comprise the armor. When the wearer expends ten motes, she can transform into a living shadow for one scene. In this form, she can slip under the space beneath a door or slide through the thinnest crack. In well-lit regions, observers notice the existence of an unusual shadow if they make a (Perception + Awareness) roll at difficulty 3. Once the scene ends, the character must remain in solid form for at least ten minutes before transforming back into a shadow.

    [Evocations as Mela's Coil]

    Speed of Shango [Wind-Rider Swiftness]
    Storm's Eye Grasp [Clutching Dragon Coil]
    Storm Beating Wings [Spread the Dragon’s Wings]
    One With The Thunderstone [Prince-of-Clouds Descent]
    Ogun's Breath [Thousand Storms Exhalation]
    Storm-Self Addimu [One with the Blue Jade Dragon]

    ****

    I base this filmsy homebrew on two pillars. The first being page 602 of the Corebook, which states:
    "Artifact •••
    These artifacts are roughly as powerful as artifact weapons and are similarly rare."

    The second being Word of Vance that a built-in artifact weapon falls within the scope of an appropriate 5 dot artifact.

    Any thoughts?

    And if anyone thinks replacing Mela's Coil's Razor Claws with a Belt of Shadow Walking is too cheesy, how would you feel about replacing them with being able to throw bolts of lightning with the stats of a medium artifact thrown weapon (a la Glorious Staff Sling)?
    Last edited by JohnDoe244; 07-20-2019, 12:23 PM.

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  • Tytalus
    replied
    Originally posted by Epitome View Post

    1. If there are restrictions so that the artifact is mostly used for investigating plot relevant people then 3 dot feels fine. If players can magically obtain the backgrounds and motivations of literally anyone they meet, we're approaching 5 dot or even N/A territory.

    2. I'd say the power level of the artifact has a lot to do with how many restrictions there are to using it, i.e. :

    -You can capture someone with no restrictions, your only commitment is the motes, and they can't escape without magic >> N/A

    -Target must weakened or held still, mote commitment increases with time or if the prisoner struggles against their prison, releasing mote commitment creates "gaps" in the prison creating opportunities to escape. >> 5 dot

    -Target must be incapacitated, prisoner gains social bonuses against you the longer they are held, they can leave with a magically binding oath to repent for whatever sin they committed >> 4 dot
    Thank you!

    1. Yes, I only had it in mind for Investigating plot relevant people. My group has no skill socialites, so it's a moot issue for now.

    2. N/A it is!

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  • Epitome
    replied
    Originally posted by Tytalus View Post
    I need some power level suggestions...

    1. The PCs are trying to track someone but no one has investigation charms. The twilight proposed making an artifact that allows the user to target a person, and then be given a vision of the target moving backwards through time. (i.e. point it at a dead assassin, and then view the path of how the assassin came to be in that location and who hired them.) I am thinking Artifact 3.

    2. The PC's will encounter someone who has a miniature lantern made of (insert material). It is not what it appears to be, in fact, it is a prison that if activated, can seal a person in there and provides sustenance for almost indefinite imprisonment, so long as the owner maintains the essence commitment. If the commitment is removed, the prisoner will die unless they have some other way of escaping or sustaining themselves. I am thinking Artifact 5.

    Thoughts?
    1. If there are restrictions so that the artifact is mostly used for investigating plot relevant people then 3 dot feels fine. If players can magically obtain the backgrounds and motivations of literally anyone they meet, we're approaching 5 dot or even N/A territory.

    2. I'd say the power level of the artifact has a lot to do with how many restrictions there are to using it, i.e. :

    -You can capture someone with no restrictions, your only commitment is the motes, and they can't escape without magic >> N/A

    -Target must weakened or held still, mote commitment increases with time or if the prisoner struggles against their prison, releasing mote commitment creates "gaps" in the prison creating opportunities to escape. >> 5 dot

    -Target must be incapacitated, prisoner gains social bonuses against you the longer they are held, they can leave with a magically binding oath to repent for whatever sin they committed >> 4 dot
    Last edited by Epitome; 05-25-2019, 10:49 PM.

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