What about Hundred-Thousand Year Daiklaves? They're a thing, aren't they?
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[3E] The Artifact and Evocation Workshop
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Personally, I'm horribly suspicious. Artifact N/A seems like an excuse to write whatever you want, since they're largely out of players hands, barring really high level craft stuff. I'd honestly be happier if that designation was dialed back to setting unique items. Artifacts being rare and powerful are one thing, but in Exalted, the 'PCs shouldn't have this' draw should be used sparingly, if at all.
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An artifact I'm working on for my upcoming campaign (we start on Monday!) -- one player wanted to use a fighting style ('bladecasting') copied from an ultra-violent My Little Pony fan-fiction on a character inspired by Irelia from League of Legends, and this is the result.
The Fangs of Winter (Artifact *****)
This six-foot blade of ice-clear diamond, shattered in some past age and reforged with orichalcum in the kitsugi style, is symmetrical and hiltless, extending from a flattened octahedron of blue jade that glitters razor-edged at its center; when commanded by its wielder, it fractures along its ancient break lines into a series of wickedly-sharp shards, whipping and dancing on bitterly-cold winds of Solar essence.
Dredged from a tomb deep in the Undercity beneath Gethamane by the Haslanti warrior-shaman Zephyr Hotblood, the Fangs of Winter seem to be the personal weapon of his First Age incarnation, the Will of the Blades; her body lies entombed with her Circle in the ruins of their fallen Manse nearly two thousand miles from the City Beneath the Mountain, however, raising the question of how this blade made such a journey...
When fully assembled, the Fangs of Winter are treated as a Medium artifact weapon with the Lethal, Melee, Balanced and Reaching tags. When separated, the shards are treated as Light artifact weapons with the Lethal, Melee, Flexible, Piercing and Shield tags. In either form, the weapon's reach and precision are sufficient to be wielded as a form weapon for White Reaper Style.
Letting him use White Reaper is a bit of a stretch, I know, but I don't think I want to make the player in question re-math his character sheet to buy a second combat ability. I have toyed with the idea of having attacks with the fangs use Resolve as the dice pool, though -- it dovetails nicely with the presentation of bladecasting as a fighting style rooted in discipline and, well, resolve and interacts well with White Reaper Form giving you a Resolve bonus equal to the number of halos you've accrued.
Putting the Shield tag on the shards probably looks weird, but I like it -- one thing bladecasters often do with the individual shards is use them to interfere with or trip up opponents, and I think the Shield tag encapsulates that well.
Evocations of The Fangs of Winter
While the Fangs of Winter are attuned, the weapon can be drawn reflexively as part of an attack action as the shards leap eagerly into battle at Zephyr's command.
For the purposes of these Evocations, if the blade was assembled, ranges are measured from the last target it damaged; if broken into shards, each shard measures range from the target it has marked.
Shatter Diamond and Bone
Cost: 5m, 1wp Mins: Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: None
The Fangs of Winter break into [Essence + 1] shards which fly forth to strike targets within Short range, each making a special Withering attack; rather than rolled attack or damage, the shards automatically leach Initiative equal to the strength of an Intimacy relevant to the conflict at hand (or 1 initiative if none applies). Only one shard may be directed towards any given target, but a battle group may be attacked by one shard per point of Size. After impact, the shards remain with their target, marking them until recalled by Undivided Attention Execution or another activation of Shatter Diamond and Bone.
I'm not really sure how to balance this; on the one hand, it's important that one of the Essence 1 charms allow him to break the blade into its component shards and strike several targets with them, since that's kind a core piece of the aesthetic I'm trying to capture, but a straight-up Withering multiattack is the kind of thing you don't really see until Essence 3 in most trees. Having the shards leach Initiative based on intimacy strength seemed like a decent compromise, but I'm not sure how balanced this will stay at higher Essence levels as the number of shards increases.
I'm not 100% sure what happens if you use a Charm that steals Initiative against a battle group, but my intention is just to treat it as damage, much as you would with a normal Withering attack.
Snowblind Shard Interdiction
Cost: 2m, 2i per -1 penalty Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Shatter Diamond and Bone
The shards, dancing and glittering, throw their targets off-balance, giving no moment's peace; this Evocation imposes a penalty to defenses and dice pools on all targets currently marked by a shard, to a maximum penalty of -[(Essence + 1)/2, rounded up]. This penalty lasts until the target's onslaught penalty wears off.
Undivided Attention Execution
Cost: 5m Mins: Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Shatter Diamond and Bone
Zephyr designates a target within Medium range of himself. Every shard currently marking a target automatically leaches Initiative equal to the strength of an applicable Intimacy (or 1 initiative if none applies); rather than grant this Initiative to Zephyr, it is used to make a Decisive attack against the designated target as the shards fly violently from their former foes and assemble into the full blade, hurtling towards the target at great speed.
Exegesis of Ancient Glory
Cost: 10m,1 wp Mins: Essence 2
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Shatter Diamond and Bone, Undivided Attention Execution, Snowblind Shard Interdiction
The Fangs of Winter seem to take on a life of their own, fighting with apparent purpose in harmony with their wielder as they once did for the Will of the Blades. When activating this Evocation, Zephyr must indicate an Intimacy related to his purpose in the conflict at hand -- one that describes what he's fighting for. He then rolls the Fangs of Winter into battle with a dice pool equal to his Resolve, with a bonus equal to the chosen Intimacy's strength. When the Fangs of Winter take their turn in the initiative order, Zephyr may choose to have them attack their current target, move to a new target or, for a surcharge of 3m, use Shatter Diamond and Bone or Undivided Attention Execution.
If the Fangs of Winter enter Initiative Crash and do not regain a positive Initiative score on their turn, the effects of this Evocation are suppressed for three rounds; during this period, Zephyr can make attacks with the Fangs and use their other Evocations as normal, but the weapon cannot act independently.
If at any point in the conflict the Intimacy cited when activating this Evocation is reduced to Minor, altered such that it no longer applies, magically suppressed or otherwise rendered no longer applicable, the Fangs of Winter fall to the ground, their attunement broken, unusable until conflict's end; after the battle, they can be re-attuned and used normally.
Biting Aurora Infusion
Cost: 4m, 1a Mins: Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Exegesis of Ancient Glory
Zephyr channels his anima into the Fangs of Winter, the energy lashing at the diamonds' surface like a caged aurora. Each of the [Essence + 1] shards becomes charged with this energy, and upon damaging a target -- as a result of an attack made using the shard, or an activation of Shatter Diamond and Bone or Undivided Attention Execution -- releases that energy in a powerful blast, hurling the target one range band in a direction of Zephyr's choosing or knocking them prone. A battle group can only be affected if struck by a number of shards equal to its Size. Alternatively, if using Undivided Attention Execution while all of the shards are charged, they may release that energy into the target; this blast is powerful enough to throw the target straight up, causing a fall from Short range.
At Essence 3+, Zephyr may channel two anima levels into the shards; this allows them to release their energy in a blast large enough to catch all targets within Short range of the character they damage, hurling all targets one range band. Concentrating the effect with Undivided Attention Execution does not allow Zephyr to inflict falling damage on those secondary targets, but does allow him to hurl them two range bands, or to hurl the target one range band in addition to inflicting a Short fall.
At Essence 5+, Zephyr may channel three anima levels into the shards; this charges them with sufficient destructive force to demolish objects or alter terrain, potentially allowing for Feats of Demolition (each shard provides force equivalent to Strength 3), creating falling hazards, destroying enemy fortifications or blasting a series of trenches equivalent to the Fortifications stratagem. Any character struck directly by one of these shards is, at Zephyr's discretion, hurled two range bands and subjected to a Short fall, or hurled one Range band and subjected to a Medium fall.
Winter Devours All
Cost: 6m, 1wp Mins: Essence 4
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Exegesis of Ancient Glory
The Fangs of Winter dance across the battlefield in a whirlwind of blood and auroral Essence, before coming together to strike a single target with incredible force.
Each of the [Essence +1] shards makes a Withering attack against a target within Short range, potentially discharging Biting Aurora Infusion; the Initiative gathered by these attacks is used to make a decisive attack against a target within Long range of Zephyr. If Biting Aurora Infusion is active and all shards remain charged, that charge can be concentrated as with Undivided Attention Execution.Last edited by Kerredai; 05-10-2016, 09:42 PM.
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Originally posted by Croakamancer View Post
Well... I'm still new to this, so don't take this as gospel, but if you want my best shot
Originally posted by Croakamancer View PostOk... This is hard to gauge, because it's pretty swingy. How much initative damage a player does is gonna vary significantly based on what they're fighting, and thus this could vary from godsent to almost useless. Going on past experience, between two characters who were roughly matched in soak and attacks (trying to keep a level playing field for an adverage) I believe I was doing 6 damage, if I was lucky? Which means a potential -3 with one activation... which could be significant, depending on... well, frankly all sorts of things! That's why analysis is hard for an effect like this, everything's so interconnected.
I think I'd put the basic price as high as four motes, though I could see it at three. The parry effect you perhaps could drop to a flat two motes, it's a much lower shift, and spending motes on parries as well is the first step down the road to mote tapping..
As for the costs, I templated Dodge And Melee charms and made it a bit more expensive as it is levying penalties and also injecting into the initiative economy. The real power here is the penalties and hidden initiative that is hard to wither away - the trade off is the user's own initiative doesn't rise as high and is threatened with crash more often.
Originally posted by Croakamancer View PostWhy is this a counterattack charm?
Serious question. I'm not that well up on counter effects, it just seems kinda weird that the 'ignite the essence' effect is something that triggers specifically on a counter. At a glance, it seems balanced, and is nicely distinctive... *hums* I'd possibly add a Willpower cost in there, because this is potentially a big hit, and being able to roll a decisive attack from Crash is really significant. But that's something I'm not sure on, and it's a significant cost for something that could quite easily fail. But it's giving you an effective second attack because it's a counter... *shrugs* Could go either way on it
Originally posted by Croakamancer View PostAlso, technically you haven't said what triggers the counterattack.I assume something close to Solar Counterattack?
Originally posted by Croakamancer View Post*whistles* You know 20i Decisive Attacks are a thing, right? This seems... crazy good. I mean, correct me if I've got this wrong, but you just need to hit someone or parry them to land a Tag. And then the Exalt's getting 6-7 non charm dice per attack, against anyone else in the scene? And that goes up over time without further charm use?
This needs to be a commitment. And probably a Willpower cost too.Scenelong duration, so the motes are committed to that effect. Perhaps add a line about being able to reactivate it for 3 motes, no wp?
Originally posted by Croakamancer View PostSo, if an item's been tagged because of the Attunement benefit, this would automatically start on Entropy Driving Foundation, right?
This is a weird one to me. The special activation makes sense and I think is well priced: it's effectively another type of counter attack. I think the basic activation is kinda overpriced, but I'm not sure on that? *hums*
Originally posted by Croakamancer View PostBehold, the Eclipse Curse!
This is probably my favouriate of these Evocations. I'd say you could lose a couple of motes from it actually, 6m and 1wp seems ample. It doesn't need any of the tags. It's a reflexive charm, and doesn't generate an attack.
Originally posted by Croakamancer View PostAt the end of the day.... I'm sorry, I probably wasn't the best person to take a crack at this. I'm still inexperienced in Evocations myself, and what's more, I'm inexperienced in the maths behind Ex3. That makes it hard for me to judge a subsystem like this, which is really closely tied into initiative. All I've got to go on is a little table experience. The effects aren't bad in and of themselves, but I think you've underestimated how quickly PCs can generate initiative, especially when armed with an artifact weapon's statline. But you know your own table.... *hums*
(10chars)
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Please forgive my poor post structuring.
THE WORLD DIVIDER
Orichalcum and Starmetal Grand Daiklave
The World Divider was incepted during the conclusion of the Primordial war. A way was being devised to separate the Primordials was still being decided upon. Though they later decided on forming the greatest of the primordials into their own living prison, many other ideas had been discarded. The Twilight caste who had drawn up the World Divider decided to complete his proposition out of spite. The weapon was forged over the rest of the exalt's lifetime, and was only worked on during holidays celebrating the splitting of a country, the dissolution of a royal union, and most commonly during the five days of calibration which separated the old year from the new.
The world divider is a broad, chisel-bladed grand daiklave, with a four hand length grip and ring pommel to give it extreme leverage for cutting through large objects. The blade is hammered starmetal, with orichalcum handle and guards. There are two hearthstone sockets set in the blade, one on either side of a cut gap in the center.
Evocations of the World Divider:
Cut the Home
Cost: 1m Mins: Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: None
The most easily parted thing in creation is creation itself. This evocation allows the exalt to split a physical, nonliving object with one stroke. For 1 mote, the exalt doubles the bonus having an artifact tool provides when making a Feat of Strength to break an object. The World Divider can be used for any Feat of Strength to break an object by cutting it, no matter the size or mass of the object, so long as the exalt succeeds at the attempt.
Special Activation Rules:
Cut the Home activates and is learned automatically the first time the attuned user spends a temporary willpower when attacking an inanimate object with the intent to destroy it.
Cut the Coward
Cost: 4m 1w Mins: Essence 2
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisites: Cut the Home
Sometimes a foe ducks and hides like a coward when threatened by the exalt's wrath. Sometimes a foe throws a shield or one of the exalt's allies in the way of the exalt's stroke. The exalt strikes out regardless and only severs the coward.
When attacking an enemy with cover from hiding behind a physical obstacle or using another person as a shield, the exalt can reflexively activate this evocation to turn the bonus to defense from cover into a penalty of the same amount. The blade seems to dematerialize through the cover, leaving it unharmed but cutting through the unsuspecting enemy beyond it.
Cut the Ties
Cost: 8m Mins: Essence 3
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisites: Cut the Coward
The World Divider slices even the bonds of the heart. If the wielder of the World Divider knows an intimacy a target possesses, they may strike out at it, cutting even such bonds from their foe. The weapon sweeps over the target, cutting threads representing the ties they have to the world around them.
By activating this evocation, the exalt declares which intimacy they're attacking and rolls their decisive attack as normal, but only compares the damage to their target's health track. The attack does no actual damage other than what's listed below.
Each intensity of intimacy is tied to the target's wound penalties; Minor to -1, Major to -2, and Defining to -4. (before counting merits, charms, or items that reduce wound penalties) If the attack's damage would put their health track into or beyond the wound penalty tied to the intimacy, it is destroyed. If it would not be enough damage, nothing happens to the intimacy and it cannot be destroyed by Cut the Ties ever again.
Cut the Mind
Cost: - (1m) Mins: Essence 3
Type: Reflexive
Keywords: Decisive-Only
Duration: Instant
Prerequisites: Cut the Ties
The World Divider can even separate thoughts from the mind. Their blade slices away skill and technique as well as flesh and bone. When the exalt uses World Divider to make a Decisive attack they may declare one ability the target has, and if the decisive attack deals at least 1 health level of damage spend 1m to temporarily reduce the rating of that ability by (essence) or 5, whichever is less. All dots 'cut away' are recovered at the beginning of the new scene.
Cut the Gate
Cost: 10m, 1w or 10m Mins: Essence 4
Type: Simple
Keywords: None
Duration: Varies
Prerequisites: Cut the Mind
The World Divider's true purpose was to completely cut the connection betwen Creation and Malfeas. By using this evocation, the exalt can close the doors to creation... at least temporarily. The exalt drives the blade into any gate or open portal leading to another place, such as Malfeas, Elsewhere, Yu-Shan, and the like, and activates this evocation.
The evocation requires a difficulty 5 willpower+essence roll. If successful they close the opening (World Divider is unharmed by a portal closing with it partly within it). If unsuccessful they may activate this evocation to try again, but they need only spend willpower to activate this evocation once per scene.
Any portal or opening closed by the World Divider remains closed for 1 scene on a base success. Every threshold success on the roll increases the time scale by one step. (day, week, month, season, year, etc.) If the duration the portal would have remained open lapses during this time frame, the portal does not reopen at the end of this evocation's duration.
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Alright so I tried to take the advice from my last post and here is what I got:
Hands of the Upholder (Artifact**** Starmetal & White Jade Smashfists)
These twin artifacts are named after a long forgotten duty, these weapons are meant for those who dedicate themselves to the law and pursuing those that would violate it, regrettably these weapons are cursed for the master is doomed to pursue their foes until their death. Long has Ragara laid claim to these artifacts, before Ragara himself his father’s family had carried these fists for millenia. Regrettably due to their nature these fists are only bestowed as a death sentence, those who take them up and give their lives to fell the foes of the house.
The hands are paired gauntlets composed of articulated plates of white jade and strangely reflective steel, an impossible fine mesh covers the palms of these gauntlets which fuses to the skin upon attunement. The left hand is white jade, its palm is marked by a swirl of starmetal enamel, this effect is inverted on the right fist although the right hand is also marked by white jade old realm script.
Evocations of the Hands of the Upholder
Attunement to the Hands automatically teaches The Brand of the Hunted. Furthermore the Upholder (the traditional title of the wielder) gains a permanent Minor Intimacy Principle (I must hunt the Branded). This Intimacy becomes a Major Intimacy once Fulfillment of Promised Justice is learned and Defining upon either learning Law-Keepers Sacrifice or killing four Branded (this explicitly skips the requirement for Major strength).
The Brand of the Hunted
Cost: 6m, 1wp Mins: Essence 1
Type: Reflexive
Keywords: Decisive Only
Duration: Instant
Prerequisites: None
For an instant the right hand burns bright and a gentle touch burns a brand into the flesh of the Upholder’s chosen prey, the branding of an opponent is a Difficulty 4 gambit. The brand may only vanish by the upholders left hand and even then only by will, the brand will appear on any article of clothing meant to hide it. The Brand creates a permanent Tie (Revenge against the upholder) of Major strength, lastly for as long as the Brand is active the Upholder can reflexively detect a vague tug towards their prey. An upholder may not have more than (Essence) Brands active at any given time.
Resolved Judgement Strike
Cost: 4m Mins: Essence 2
Type: Reflex
Keywords: None
Duration: One Scene
Prerequisites: The Brand of the Hunted
Committing to pursue their prey to the end of their days the Upholder prepares to brand their foe and bind their fates together. The Upholder states his intent to Brand his prey and for the remainder of the Scene any attempts to Brand the new target lowers the Difficulty of the gambit by 2.
Hunter-Devouring Stubbornness
Cost: - (6m) Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Indefinite
Prerequisites: The Brand of the Hunted
The Upholder will never surrender her pursuit, she will follow her prey across the ever-changing Wyld, the cruel depths of Malfeas and down the maw of Oblivion. For as long as the Upholder keeps their essence committed and follows the tug of the Brand they need neither eat nor sleep. They also gain a Survival specialty in tracking their Branded prey and lower the difficulty of any Survival roll by 1. For every week that this charm is active the Upholder must sacrifice a single Intimacy that does not relate to the artifact to represent the growing obsession of the Upholder.
Fulfillment of Destined Judgement
Cost: 8m, 1wp Mins: Essence 3
Type: Reflexive
Keywords: None
Duration: One Scene
Prerequisites: Resolved Judgement Strike, Hunter-Devouring Stubbornness
The Upholder feels elation as he reunites with his old foe for he knows that his hunt nears its end and he prepares to release his curse. As he strikes the Brand that he placed on his prey so long ago the Hands glow bright as they shatter the Brand and release the full force of the Upholders dedication upon her prey. This charm is a gambit at a difficulty equal to the essence of the Branded regardless of the result the Brand is destroyed, if successful the Branded loses (1+ number of Intimacies lost as a result of Hunter-Devouring Stubbornness) health levels.
Law-Keepers Sacrifice
Cost: 18m, 2wp Mins: Essence 4
Type: Reflex
Keywords: None
Duration: Instant
Prerequisites: Fulfillment of Destined Judgement
As she finally meets her match the Upholder realizes that she has lost everything to her hunt and in the end has nothing but her final foe. The Hands burn in prismatic light as the Upholder brings them together and releases an all-consuming explosion of brilliant light which destroys both Upholder and any Trivial opponents in three Range Bands. Magical Structures and Mighty foes take (1+Number of foes slain by Fulfillment of Destined Judgement X10) dice of Lethal damage while Exalted take half of the amount. The Hands of the Upholder are themselves explicitly immune from the damage.
Last edited by Gigaton-Falcon-Emu; 05-13-2016, 02:11 AM.
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I tried my hand on making Evocations for Talisman for Sorcerers. Not sure about themes, they are kinda over the place, but they work on making Sorcerer more powerful with spells and give two unique effects. I would really like to know your opinion on these.
The Talisman of Ten Thousand Eyes (****)
A phylactery of great sorcerous puissance, this talisman is wrought from rune-etched orichalcum and set with a gleaming ruby of ten facets. Each facet seems to reflect ten more within its depths, which reflect even more, creating the illusion of infinity that gives this relic its name. You have claimed the talisman as your own, using it either to initiate yourself into sorcery or as a wellspring of power to draw upon. Its ten thousand eyes are ever watchful, giving warning when malefic forces roam unchecked, and serving as a lens through which you may cast your sight or presence.
The Talisman of Ten Thousand Eyes has two Hearthstone sockets, positioned on both sides of mystical ruby.
Evocations of the Talisman of Ten Thousand Eyes
A Solar who spends 4 motes to attune to the Talisman of Ten Thousand Eyes gains Sorcerer’s Supreme Wisdom for free.
Sorcerer’s Supreme Wisdom
Cost: - ; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
Upon laying his hand on the ruby of her talisman, Sorcerer can perceive world by different than humans senses. Allowing her thoughts to flow thought the Talisman of Ten Thousand Eyes Sorcerer’s eschews mundane senses, seeing the world by glowing patterns of Essence.
When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman, she can substitute her Intelligence for her Perception score when determining dice pools and dice limits for spell cast. Additionally, she doesn’t lose sorcerous motes at the end of the round, even if no sorcerous motes were gathered – as the power of the Talisman stabilizes her spells.
Comments: Because I want to play low Perception Sorcerer ;-)
Sorcerer’s Supreme Might
Cost: - ; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sorcerer’s Supreme Wisdom
Upon laying his hand on the ruby of her talisman, Sorcerer can channels her energies thought it, refining her powers beyond her normal limits.
When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman or draws on its power, all the subsequent shape sorcery actions gain one automatic non-Charm success until spell is cast. If the spell was used in direct support or furtherance of a Defining Intimacy, treat the Sorcerer’s Essence rating as though it were one higher than its true value for the purpose of effect calculations. Sorcerer’s Control spells gain this effect when used in furtherance of a Major or Defining Intimacy.
Additionally, all spells cast by Sorcerer while channeled by her Talisman can take on motives of her anima, representing her power – for example, if her anima materializes as giant tiger, the form of Flight of Brilliant Raptor can instead become leaping tiger of flames. This is left to Sorcerer’s decision – she can always cast normal version of spells, not ones infused by her legend. If Sorcerer infuses her spells with her legend increase their Distortion goal by 2 to represent different, less familiar to enemies, versions of spells.
Comments: This is combination of Hierophant’s Eye and Twice-Striking Lightning Prism limited to spells. I don’t really like Hearthstones in this edition, they seem too weak for their costs, especially with addition of Linked.
Sorcerer’s Supreme Body
Cost: 6m ; Mins: Essence 3
Type: Simple
Keywords: None
Duration: One scene
Prerequisites: Sorcerer’s Supreme Might
As the Sorcery is language of the world and one with it, by mastering these connections Sorcerer can use her Talisman to eschew her mortal form and for time become one with the world.
For duration of this power Sorcerer can materialize and dematerialize at will and is able to always perceive spirits. She can move thought objects as if she were dematerialized or pick them up as if she were material. She can interacts with dematerialized spirits when she is immaterial. However she must always declare in what state she is – she cannot for example pick material object while dematerialized and standing inside a wall. She is also cannot materialize inside any material object and is always visible to both material and immaterial beings.
This power automatically ends if Sorcerer Joins Battle, as such violent act instantly breaks required focus. If at the time Sorcerer was dematerialized inside material object, she is removed from it and materialized next to it.
Comments: Useful, but unusable in combat, so it doesn’t obsolete Occult Charms.
Sorcerer’s Supreme Mind
Cost: 6m ; Mins: Essence 2
Type: Simple
Keywords: Perilous
Duration: One scene
Prerequisites: Sorcerer’s Supreme Might
Mind of Sorcerer is her greatest asset – a tool, a weapon and anything in between. By forcing her will through the ruby of her Talisman, Sorcerer is able to give his thoughts almost physical form, moving objects by her determination alone.
While this power is active, the Sorcerer may move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. Her telekinesis trails ripples of spatial distortion as prehensile tendrils of mental force, often taking on colors of her anima. This charm uses lower of Sorcerer’s Intelligence or Dexterity and lower of her Occult or normally applicable Ability for determining dice pools and has Strength of Sorcerer’s Essence score. This power has short range. Any object or person being touched or hold by this power is considered touched or hold by Sorcerer. If Sorcerer wishes, she can concentrate this power into telekinetic knife – for example to cut ropes or candles’ knots. This power can hold up to Essence x2 inanimate items at the same time.
If no weapon or items is wielded by Sorcerer’s Supreme Mind it can be used to make close range attacks by infusing Sorcerer’s fists and body with telekinetic power and blasting concussive force with punches or kicks to use this power with Brawl ability as Light artifact weapon with Grappling and choice of Lethal or Bashing tags (this choice can be changed for every attack). It can also be used as light artifact Thrown weapon with Thrown (Close), Cutting and choice of Lethal or Bashing tags (this choice can be changed for every attack), materializing as fast and strong blasts of telekinetic force. These combat modes are compatible with Solar charms of responding Ability.
This power automatically turns of if Sorcerer suffers Initiative crash and cannot be reactivated for next three turns – all items wielded by it instantly fall to ground. Outside combat, this power automatically ends with same results if Sorcerer ever loses consciousness.
Comments: Yes, this is Mind-Hand Manipulation. I tried to balance its combat options to not allow for some problematic things, like example ranged brawl attacks.
Sorcerer’s Supreme Soul
Cost: - ; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sorcerer’s Supreme Body, Sorcerer’s Supreme Mind
As the Sorcerer masters her body and mind, joining them with her Talisman and reforging her legend anew she no longer fears her enemies – as the pure force of her soul channeled through her spells shield her body from charm.
When Sorcerer is taking shaping sorcery action she gains (Essence) soak that stacks with armor and other effects and (Essence/2) rounded down stackable Hardness.
The Ancient One
Cost: - ; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sorcerer’s Supreme Soul, Celestial Circle Sorcery
The cosmic power of Sorcerer grows together with her Talisman, while previous limits never chain her again. By using her knowledge of higher Sorceries and refining her powers thought Talisman, she becomes one with her magic.
By paying additional point of willpower and doubling spell cost Sorcerer can cast all Terrestial Circle spells she knows with added spell special bonuses as if they were her Control spells. However, she doesn’t gain any additional special effects modifying her Control spell cast (for example, shaping rituals consider them normal, not Control spells) – such spells aren’t considered Control spells for any other bonuses except spell own Control bonus.
Upon learning Solar Circle this Evocation allows casting Celestial Circle spells as Control spells for 1 more willpower and tripled sorcerous motes cost.
Comments: This is powerful effect for some spells, but Control spells are still not as powerful as next Circle spells usually, so I think it should be balanced. Don’t use this Evocation however if there are more than one dedicated Sorcerer in party, as this will decrease their uniqueness.
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Originally posted by Daerian View PostI tried my hand on making Evocations for Talisman for Sorcerers. Not sure about themes, they are kinda over the place, but they work on making Sorcerer more powerful with spells and give two unique effects. I would really like to know your opinion on these.
Originally posted by Daerian View PostSorcerer’s Supreme Wisdom
Cost: - ; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
Upon laying his hand on the ruby of her talisman, Sorcerer can perceive world by different than humans senses. Allowing her thoughts to flow thought the Talisman of Ten Thousand Eyes Sorcerer’s eschews mundane senses, seeing the world by glowing patterns of Essence.
When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman, she can substitute her Intelligence for her Perception score when determining dice pools and dice limits for spell cast. Additionally, she doesn’t lose sorcerous motes at the end of the round, even if no sorcerous motes were gathered – as the power of the Talisman stabilizes her spells.
Comments: Because I want to play low Perception Sorcerer ;-)
I personally dislike this kind of mechanic and wouldn't allow it at my table. Additionally, it's very potent for zero cost. Finally, why would a sorcerer lose sorcerous motes at the end of the round? Unless you mean at the end of a round NOT spent shaping sorcery, in which case, you've basically just created the most versatile sorcerer for free at Essence 1 with a mere 8xp points (unless they're a Solar, then a mere 4m).
Originally posted by Daerian View PostSorcerer’s Supreme Might
Cost: - ; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sorcerer’s Supreme Wisdom
Upon laying his hand on the ruby of her talisman, Sorcerer can channels her energies thought it, refining her powers beyond her normal limits.
When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman or draws on its power, all the subsequent shape sorcery actions gain one automatic non-Charm success until spell is cast. If the spell was used in direct support or furtherance of a Defining Intimacy, treat the Sorcerer’s Essence rating as though it were one higher than its true value for the purpose of effect calculations. Sorcerer’s Control spells gain this effect when used in furtherance of a Major or Defining Intimacy.
Additionally, all spells cast by Sorcerer while channeled by her Talisman can take on motives of her anima, representing her power – for example, if her anima materializes as giant tiger, the form of Flight of Brilliant Raptor can instead become leaping tiger of flames. This is left to Sorcerer’s decision – she can always cast normal version of spells, not ones infused by her legend. If Sorcerer infuses her spells with her legend increase their Distortion goal by 2 to represent different, less familiar to enemies, versions of spells.
Comments: This is combination of Hierophant’s Eye and Twice-Striking Lightning Prism limited to spells. I don’t really like Hearthstones in this edition, they seem too weak for their costs, especially with addition of Linked.
Originally posted by Daerian View PostSorcerer’s Supreme Body
Cost: 6m ; Mins: Essence 3
Type: Simple
Keywords: None
Duration: One scene
Prerequisites: Sorcerer’s Supreme Might
As the Sorcery is language of the world and one with it, by mastering these connections Sorcerer can use her Talisman to eschew her mortal form and for time become one with the world.
For duration of this power Sorcerer can materialize and dematerialize at will and is able to always perceive spirits. She can move thought objects as if she were dematerialized or pick them up as if she were material. She can interacts with dematerialized spirits when she is immaterial. However she must always declare in what state she is – she cannot for example pick material object while dematerialized and standing inside a wall. She is also cannot materialize inside any material object and is always visible to both material and immaterial beings.
This power automatically ends if Sorcerer Joins Battle, as such violent act instantly breaks required focus. If at the time Sorcerer was dematerialized inside material object, she is removed from it and materialized next to it.
Comments: Useful, but unusable in combat, so it doesn’t obsolete Occult Charms.
Originally posted by Daerian View PostSorcerer’s Supreme Mind
Cost: 6m ; Mins: Essence 2
Type: Simple
Keywords: Perilous
Duration: One scene
Prerequisites: Sorcerer’s Supreme Might
Mind of Sorcerer is her greatest asset – a tool, a weapon and anything in between. By forcing her will through the ruby of her Talisman, Sorcerer is able to give his thoughts almost physical form, moving objects by her determination alone.
While this power is active, the Sorcerer may move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. Her telekinesis trails ripples of spatial distortion as prehensile tendrils of mental force, often taking on colors of her anima. This charm uses lower of Sorcerer’s Intelligence or Dexterity and lower of her Occult or normally applicable Ability for determining dice pools and has Strength of Sorcerer’s Essence score. This power has short range. Any object or person being touched or hold by this power is considered touched or hold by Sorcerer. If Sorcerer wishes, she can concentrate this power into telekinetic knife – for example to cut ropes or candles’ knots. This power can hold up to Essence x2 inanimate items at the same time.
If no weapon or items is wielded by Sorcerer’s Supreme Mind it can be used to make close range attacks by infusing Sorcerer’s fists and body with telekinetic power and blasting concussive force with punches or kicks to use this power with Brawl ability as Light artifact weapon with Grappling and choice of Lethal or Bashing tags (this choice can be changed for every attack). It can also be used as light artifact Thrown weapon with Thrown (Close), Cutting and choice of Lethal or Bashing tags (this choice can be changed for every attack), materializing as fast and strong blasts of telekinetic force. These combat modes are compatible with Solar charms of responding Ability.
This power automatically turns of if Sorcerer suffers Initiative crash and cannot be reactivated for next three turns – all items wielded by it instantly fall to ground. Outside combat, this power automatically ends with same results if Sorcerer ever loses consciousness.
Comments: Yes, this is Mind-Hand Manipulation. I tried to balance its combat options to not allow for some problematic things, like example ranged brawl attacks.
Originally posted by Daerian View PostSorcerer’s Supreme Soul
Cost: - ; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sorcerer’s Supreme Body, Sorcerer’s Supreme Mind
As the Sorcerer masters her body and mind, joining them with her Talisman and reforging her legend anew she no longer fears her enemies – as the pure force of her soul channeled through her spells shield her body from charm.
When Sorcerer is taking shaping sorcery action she gains (Essence) soak that stacks with armor and other effects and (Essence/2) rounded down stackable Hardness.
Originally posted by Daerian View PostThe Ancient One
Cost: - ; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sorcerer’s Supreme Soul, Celestial Circle Sorcery
The cosmic power of Sorcerer grows together with her Talisman, while previous limits never chain her again. By using her knowledge of higher Sorceries and refining her powers thought Talisman, she becomes one with her magic.
By paying additional point of willpower and doubling spell cost Sorcerer can cast all Terrestial Circle spells she knows with added spell special bonuses as if they were her Control spells. However, she doesn’t gain any additional special effects modifying her Control spell cast (for example, shaping rituals consider them normal, not Control spells) – such spells aren’t considered Control spells for any other bonuses except spell own Control bonus.
Upon learning Solar Circle this Evocation allows casting Celestial Circle spells as Control spells for 1 more willpower and tripled sorcerous motes cost.
Comments: This is powerful effect for some spells, but Control spells are still not as powerful as next Circle spells usually, so I think it should be balanced. Don’t use this Evocation however if there are more than one dedicated Sorcerer in party, as this will decrease their uniqueness.
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I warned you I might be hard on this. I've made a few attempts at evocations that affect occult and sorcery and I've deleted most of them. It's why I'm looking forward to Arms of the Chosen so much, in hopes that the writers will be showing us exactly how Evocations can effect spells, because I've found it very easy to unbalance them. I don't want my criticism to discourage you though. I agree that some focusing of your theme for your talisman would benefit you. Practice makes perfect!
I post Artifacts in this thread. How I make them is in this thread.
I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero
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Originally posted by rungok View PostTHE WORLD DIVIDER
Evocations of the World Divider:
Cut the Home
Cost: 1m Mins: Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: None
The most easily parted thing in creation is creation itself. This evocation allows the exalt to split a physical, nonliving object with one stroke. For 1 mote, the exalt doubles the bonus having an artifact tool provides when making a Feat of Strength to break an object. The World Divider can be used for any Feat of Strength to break an object by cutting it, no matter the size or mass of the object, so long as the exalt succeeds at the attempt.
Special Activation Rules:
Cut the Home activates and is learned automatically the first time the attuned user spends a temporary willpower when attacking an inanimate object with the intent to destroy it.
Originally posted by rungok View PostCut the Coward
Cost: 4m 1w Mins: Essence 2
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisites: Cut the Home
Sometimes a foe ducks and hides like a coward when threatened by the exalt's wrath. Sometimes a foe throws a shield or one of the exalt's allies in the way of the exalt's stroke. The exalt strikes out regardless and only severs the coward.
When attacking an enemy with cover from hiding behind a physical obstacle or using another person as a shield, the exalt can reflexively activate this evocation to turn the bonus to defense from cover into a penalty of the same amount. The blade seems to dematerialize through the cover, leaving it unharmed but cutting through the unsuspecting enemy beyond it.
Originally posted by rungok View PostCut the Ties
Cost: 8m Mins: Essence 3
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisites: Cut the Coward
The World Divider slices even the bonds of the heart. If the wielder of the World Divider knows an intimacy a target possesses, they may strike out at it, cutting even such bonds from their foe. The weapon sweeps over the target, cutting threads representing the ties they have to the world around them.
By activating this evocation, the exalt declares which intimacy they're attacking and rolls their decisive attack as normal, but only compares the damage to their target's health track. The attack does no actual damage other than what's listed below.
Each intensity of intimacy is tied to the target's wound penalties; Minor to -1, Major to -2, and Defining to -4. (before counting merits, charms, or items that reduce wound penalties) If the attack's damage would put their health track into or beyond the wound penalty tied to the intimacy, it is destroyed. If it would not be enough damage, nothing happens to the intimacy and it cannot be destroyed by Cut the Ties ever again.
That is a POWERFUL effect. But somewhat hard to pull off and high-costed. hmm... Part of me disapproves of any ability that can destroy an intimacy in a single shot without buildup. On the other hand, it is difficult to pull off on a whim. Perhaps someone else can give insight on this one, but I'm tentatively ok with it.
Originally posted by rungok View PostCut the Mind
Cost: - (1m) Mins: Essence 3
Type: Reflexive
Keywords: Decisive-Only
Duration: Instant
Prerequisites: Cut the Ties
The World Divider can even separate thoughts from the mind. Their blade slices away skill and technique as well as flesh and bone. When the exalt uses World Divider to make a Decisive attack they may declare one ability the target has, and if the decisive attack deals at least 1 health level of damage spend 1m to temporarily reduce the rating of that ability by (essence) or 5, whichever is less. All dots 'cut away' are recovered at the beginning of the new scene.
I'd consider a different approach.
Originally posted by rungok View PostCut the Gate
Cost: 10m, 1w or 10m Mins: Essence 4
Type: Simple
Keywords: None
Duration: Varies
Prerequisites: Cut the Mind
The World Divider's true purpose was to completely cut the connection betwen Creation and Malfeas. By using this evocation, the exalt can close the doors to creation... at least temporarily. The exalt drives the blade into any gate or open portal leading to another place, such as Malfeas, Elsewhere, Yu-Shan, and the like, and activates this evocation.
The evocation requires a difficulty 5 willpower+essence roll. If successful they close the opening (World Divider is unharmed by a portal closing with it partly within it). If unsuccessful they may activate this evocation to try again, but they need only spend willpower to activate this evocation once per scene.
Any portal or opening closed by the World Divider remains closed for 1 scene on a base success. Every threshold success on the roll increases the time scale by one step. (day, week, month, season, year, etc.) If the duration the portal would have remained open lapses during this time frame, the portal does not reopen at the end of this evocation's duration.
Overall you've got a cohesive theme here and I like most of your evocations. A few things to consider and you'll have a solid weapon.
I post Artifacts in this thread. How I make them is in this thread.
I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero
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Originally posted by Gigaton-Falcon-Emu View PostHands of the Upholder (Artifact**** Starmetal & White Jade Smashfists)
The Brand of the Hunted
Cost: 6m, 1wp Mins: Essence 1
Type: Reflexive
Keywords: Decisive Only
Duration: Instant
Prerequisites: None
For an instant the right hand burns bright and a gentle touch burns a brand into the flesh of the Upholder’s chosen prey, the branding of an opponent is a Difficulty 4 gambit. The brand may only vanish by the upholders left hand and even then only by will, the brand will appear on any article of clothing meant to hide it. The Brand creates a permanent Tie (Revenge against the upholder) of Major strength, lastly for as long as the Brand is active the Upholder can reflexively detect a vague tug towards their prey. An upholder may not have more than (Essence) Brands active at any given time.
Originally posted by Gigaton-Falcon-Emu View PostResolved Judgement Strike
Cost: 4m Mins: Essence 2
Type: Reflex
Keywords: None
Duration: One Scene
Prerequisites: The Brand of the Hunted
Committing to pursue their prey to the end of their days the Upholder prepares to brand their foe and bind their fates together. The Upholder states his intent to Brand his prey and for the remainder of the Scene any attempts to Brand the new target lowers the Difficulty of the gambit by 2.
Originally posted by Gigaton-Falcon-Emu View PostHunter-Devouring Stubbornness
Cost: - (6m) Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Indefinite
Prerequisites: The Brand of the Hunted
The Upholder will never surrender her pursuit, she will follow her prey across the ever-changing Wyld, the cruel depths of Malfeas and down the maw of Oblivion. For as long as the Upholder keeps their essence committed and follows the tug of the Brand they need neither eat nor sleep. They also gain a Survival specialty in tracking their Branded prey and lower the difficulty of any Survival roll by 1. For every week that this charm is active the Upholder must sacrifice a single Intimacy that does not relate to the artifact to represent the growing obsession of the Upholder.
Originally posted by Gigaton-Falcon-Emu View PostFulfillment of Destined Judgement
Cost: 8m, 1wp Mins: Essence 3
Type: Reflexive
Keywords: None
Duration: One Scene
Prerequisites: Resolved Judgement Strike, Hunter-Devouring Stubbornness
The Upholder feels elation as he reunites with his old foe for he knows that his hunt nears its end and he prepares to release his curse. As he strikes the Brand that he placed on his prey so long ago the Hands glow bright as they shatter the Brand and release the full force of the Upholders dedication upon her prey. This charm is a gambit at a difficulty equal to the essence of the Branded regardless of the result the Brand is destroyed, if successful the Branded loses (1+ number of Intimacies lost as a result of Hunter-Devouring Stubbornness) health levels.
Originally posted by Gigaton-Falcon-Emu View PostLaw-Keepers Sacrifice
Cost: 18m, 2wp Mins: Essence 4
Type: Reflex
Keywords: None
Duration: Instant
Prerequisites: Fulfillment of Destined Judgement
As she finally meets her match the Upholder realizes that she has lost everything to her hunt and in the end has nothing but her final foe. The Hands burn in prismatic light as the Upholder brings them together and releases an all-consuming explosion of brilliant light which destroys both Upholder and any Trivial opponents in three Range Bands. Magical Structures and Mighty foes take (1+Number of foes slain by Fulfillment of Destined Judgement X10) dice of Lethal damage while Exalted take half of the amount. The Hands of the Upholder are themselves explicitly immune from the damage.
So these gloves have a strong, streamlined theme to them. They exist to tell a very specific story. That means very few players will take them, but those that do will love their stories. So long as you're happy with that, there's a lot of potential here. Most of my issues were with the low-scale powers in the beginning being overcosted and underperforming. A few tweaks and you'll be on your way!
I post Artifacts in this thread. How I make them is in this thread.
I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero
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Originally posted by Elkovash View PostHey, seriously. What I need isn't so much an expert but another pair of eyes to pick up on holes I've left from assumptions. You've done that and more so, yeah. Super helpful. Thanks.
I was very hesitant in writing what I did, because I noted that it was intended for the circle's Twilight. I can see being a bit more lenient when it comes to letting a non Dawn PC have a cool weapon for themself. But... well, here's the thing. Stuff like your melee rating and strength swing how much damage you do in Ex3, but the big factor remains weapon vs armour.
Let's crunch the numbers on that, shall we? Strength bonus to damage and opponent's stamina bonus to soak can be discounted: on adverage, they'll even out. Let's assume a minimum successes hit: no additional damage. From a heavy artifact weapon, that's 14 points of damage. If you're sending this guy against an unarmored opponent, such as a martial artist, all of that will get rolled, so adverage of a 7i hit, and -3 worth of penalties in one attack.
That's one extreme situation. Turning that around to the other extreme, the absolute minimum you'd roll with a heavy artifact wepaon is five points of damage: the overwhelming score. Which'd adverage out to a more or less guarenteed -1 penalty per hit. More in line with what you're after, but only big foes are likely to be able to swing that much soak. We're talking artifact armor, or a fair bit of stamina/resistance charms..
As to the enviromental effect, that boils down to how much initative the player's willing to commit to an attack. The guideline I'd run with in a white room is 14i, since that would be enough to adverage a deadly blow against a seven HL character... if initative damage didn't remove the double tens rule.Still, for the sake of a guideline figure, that's the one I'd look at. Which'd lead to 4 non-charm dice with that, growing +1 every 3 turns.For a long running fight, that's potentially really good: especially with Ex3's mote regen. You can turtle up to an extent, not putting motes into your attacks and boosting your defense a couple of points per round. There's usually not much incentive to do that but if you're waiting for this to charge...
... then again, is that imbalanced or undesirable? I'm not sure. I'm mostly just speculating still, sorry. :smallredface:
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Originally posted by The Unsung Hero View Post
So this is a fairly high costed charm to grant a Major Intimacy to the wielder. And... that's it? I get that future evocations key off of this, but it's also the only evocation at Essence 1. So until you've gained 50 experience, you can give yourself an Intimacy and that's it? I feel like I'm missing something in the mechanics of this one. It should have some effect on its own so that a user of them doesn't feel useless for 12 sessions.
I see no reason this needs to be Essence 2. It could easily be 1 and would help give a benefit to entry-level wielders. Also, the cost feels high for the payoff.
I like the theme you have going with these, and your charms are thus-far not overpowered at all. But honestly, it still feels overcosted. You're committing 6 motes and sacrificing Intimacies to gain a specialty and lower difficulties by 1. At Essence 2, I expect bigger benefits or fewer drawbacks. And a little flashier. You could easily make this Essence 1 as its written. If you want Essence 2, give it some juice.
Hmmm... OK I see where you were going with the previous evocation now. And dealing straight up health levels is potentially very powerful. I'm nervous about the variable difficulty (based on their Essence), but unless an ST is specifically setting you up to do so, you probably won't end up losing more than 2-3 Intimacies tops tracking anyone down so it's balanced. This is probably fine at Essence 3.
So it's a suicide evocation. And interesting choice. So first of all, does the wielder outright die or do they merely take the listed dice of damage? If they die outright, there's little reason for a cost. If it does damage, then fair enough. Also, this edition does not have health levels for structures and objects so dealing damage to them won't work mechanically. Not sure how you can make them do damage to magical items though, that would take a deeper reading of the craft section than I've done.
So these gloves have a strong, streamlined theme to them. They exist to tell a very specific story. That means very few players will take them, but those that do will love their stories. So long as you're happy with that, there's a lot of potential here. Most of my issues were with the low-scale powers in the beginning being overcosted and underperforming. A few tweaks and you'll be on your way!
You are probably right about the second charm, would 2m at Essence 1 be more palatable?
The weapon does kill the hunter, but I it is meant to be a fairly low power cursed weapon early on, would artifact *** make more sense?
Thanks for the advice!
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Originally posted by The Unsung Hero View PostI want to open this by applauding you for attempting sorcerous evocations. That has been the 2nd biggest struggle for me in artifact creation is making evocations that work with spells without making them overpowered, so I encourage the effort. That said, because I think sorcery has a lot that can be easily unbalanced with evocations, I might end up being a little hard on these, so buckle up.
Originally posted by The Unsung Hero View PostI get why you're doing it, and if your ST wants to allow it, that's your table's business. But this is absolutely equivalent of being a melee person who wants to double down on Strength and Dexterity for combat scenarios. The spread of abilities and attributes in this edition is intentional, to make sure that no one can have no drawbacks to dumping a stat.
Originally posted by The Unsung Hero View PostFinally, why would a sorcerer lose sorcerous motes at the end of the round? Unless you mean at the end of a round NOT spent shaping sorcery, in which case, you've basically just created the most versatile sorcerer for free at Essence 1 with a mere 8xp points (unless they're a Solar, then a mere 4m).
Originally posted by The Unsung Hero View PostAnother spell that has zero cost to gain a huge benefit. Non-charm dice are very powerful, but you go beyond that to grand non-charm successes. Passively. To every shape sorcery action. This needs a BIG cost and a duration shorter than permanent to get an OK from me. I will say that I actually like the second portion of the evocation with the anima, however.
Originally posted by The Unsung Hero View PostIf you hadn't put it in the comments, I would not have realized that you couldn't choose to activate this during combat, all I got was that the act of Joining Battle would end it. Put a few words about that in there and this feels alright. However, it has been stated by writers (though not in a book) that being dematerialized does not let you explicitly pass through walls like a ghost. It's a situational phasing (still can't be hit by material attacks and the like), but still useful.
Originally posted by The Unsung Hero View PostThis artifact has pretty much exclusively passive or scene-long evocations. In general, there are a lot less of those kinds of powers in this edition. It wants you to be actively engaging in situations, not turning on your powers and forgetting about it for a while. I'm not that familiar with Mind-Hand Manipulation so I'm not sure I can speak to the translation of it, but my instinct is to make this something that must be actively maintained instead of fire and forget. Duration 1 turn, maybe a lower mote-cost. Otherwise, I think it feels fine.
Originally posted by The Unsung Hero View PostAgain, disagree with the free permanent state of this. I'd make it supplemental with a shape sorcery action and have a cost. Also, are you saying the Hardness is stackable with multiple uses of itself or stackable with other sources of Hardness? Because Hardness almost never adds on to other sources of Hardness. It's one source or the other. (Stacking with itself is fine within reason)
Originally posted by The Unsung Hero View PostI actually really like this one. The cost is good, the prereqs are good. This might be the only evocation I like as a permanent one.
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Originally posted by The Unsung Hero View PostI warned you I might be hard on this. I've made a few attempts at evocations that affect occult and sorcery and I've deleted most of them. It's why I'm looking forward to Arms of the Chosen so much, in hopes that the writers will be showing us exactly how Evocations can effect spells, because I've found it very easy to unbalance them. I don't want my criticism to discourage you though. I agree that some focusing of your theme for your talisman would benefit you. Practice makes perfect!Last edited by Daerian; 05-13-2016, 03:33 PM.
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Originally posted by The Unsung Hero View Post
Solid effect, solid cost. Approved.
Originally posted by The Unsung Hero View PostI approve of the cost. My concern is the part where it says using a person as a shield. Is this meant to ignore someone Defending Other? I'm not sure I'm cool with that. Ignoring objects is solid, but once you're ignoring an entire character, it starts to mess with things (and becomes a perfect effect without a contested roll). Consider that in your writing of this.
Originally posted by The Unsung Hero View PostThat is a POWERFUL effect. But somewhat hard to pull off and high-costed. hmm... Part of me disapproves of any ability that can destroy an intimacy in a single shot without buildup. On the other hand, it is difficult to pull off on a whim. Perhaps someone else can give insight on this one, but I'm tentatively ok with it.
... Maybe have it be a little cheaper in mote cost, but have the target's resolve count as Hardness against the damage roll?
Originally posted by The Unsung Hero View PostThis one I'm not a fan of. This edition has mostly done away with powers that reduce attributes or abilities, and discourages recalculating static numbers from scratch. There's some reasonable creative space here, but most folks will target "Melee" or "Dodge" and make their foe easier to hit. And frankly, reducing a Melee person's Melee score by 3 is devastating, especially lasting a whole scene. And again, it will make them recalculate static defenses.
I'd consider a different approach.
Originally posted by The Unsung Hero View PostThis is largely narrative, so I have no problem with it.
Overall you've got a cohesive theme here and I like most of your evocations. A few things to consider and you'll have a solid weapon.
I appreciate your feedback! I was trying to tune it, so if you have suggestions on how to better word Cut the Coward and Cut the Mind, I'd love to hear it!Last edited by rungok; 05-13-2016, 04:34 PM.
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Here is my first try at an Artifact. This is an 'upgraded' version of the 2ed Perfected Boots for one of my PCs that is being converted from our 2ed game.
I am still getting my head wrapped around the charm system in 3ed so I've probably done horrible things balance-wise. I also had a hard time coming up with evocations that weren't just renamed solar charms so if anyone has any other ideas I would be happy to see them.
Dragon Treads to Victory (Red/Blue Jade Artifact Boots ***)
Dragon Treads to Victory are a pair of lightly armored artifact military boots which were crafted by a Shogunate-era dragonblooded infantry officer after suffering through a prolonged and gruelling campaign,. They leverage the mystical characteristics of the Red and Blue Jade incorporated into their construction to provide enhanced mobility and to offset the effects of fatigue resulting from spending long periods of time on the march.
Evocations of Dragon Treads to Victory
A Solar or Dragonblood who attunes to Dragon Treads to Victory will find the boots to always be a precise fit to the wearer’s feet. In addition, their magic keeps the wearer’s feet dry, cool and perfectly cushioned in addition to putting some bounce into the wearer’s movement. Dragon Treads to Victory costs 3 motes to attune. Once attuned they reduce fatigue penalties from walking or marching by 2 and armor mobility penalties by 1.
Movement from Nothing
Cost: 3m Mins: Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: None
A prince of the Shogunate can shift from stillness to lethal purpose whenever called, even when fatigued.
Movement from Nothing supplements a move, dash or disengage action, allowing the user to add an additional range band to the distance covered. This can only be done if the user did not significantly change position (a change of position of more than a range band) on their previous action.
Bogg Bows to the Dragon
Cost: 2m Mins: Essence 1
Type: Supplemental
Keywords: None
Duration: One round
Prerequisites: None
Even the worst terrain knows not to obstruct the wearer in the course of their march.
Bogg Bows to the Dragon allows the wearer to ignore difficult terrain penalties until their next action. Difficult terrain penalties can only be ignored if they primarily impede the wearer by affecting the feet or legs while one is trying to travel through that terrain. For example, Bogg Bows to the Dragon would prevent the wearer from being impeded when trying to cross deep mud, slick ice or a caltrop strewn battlefield, but would not help if the difficult terrain penalty is the result of high winds or grasping underbrush.
Dragon Masters the Bogg
Cost: (+4m) Mins: Essence 2
Type: Reflexive
Keywords: None
Duration: Scene
Prerequisites: Bogg Bows to the Dragon
Continued use of Dragon Treads to Victory teaches the wearer not to fear delay when dealing with difficult ground.
Dragon Masters the Bogg upgrades Bogg Bows to the Dragon giving it a scene long duration.
Distance from Nothing
Cost: 6m, 1wp (+2m/companion) Mins: Essence 3
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Movement from Nothing, Bogg Bows to the Dragon
Being at the right place at the right time can make or break a military campaign. Dragon Treads to Victory allows its wielder the ability to make up distance on a march from nothing by allow it wielder to step leagues at a stride.
Distance from Nothing allows the wearer to move from one location to another with a single step. The destination must be outdoors and no further than (wearer’s essence * 2) miles apart. In addition, the wearer must be able to see their destination clearly or pinpoint it on an accurate map.
The wearer may bring with them up to (wearer’s essence) of willing companions at a cost of an additional 2 motes each. These companions must be in contact with the wearer and must not impede their ability to take a full stride forward.
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