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  • #16
    So I spent a long time trying to get an artifact shield to work out. I rewrote it from scratch 3 times before getting to this version. But I like this version a lot.

    Reflecting Bastion (Moonsilver Artifact Shield ***)

    Tolland Airdancer loved the court of political intrigue. A master of his craft, he turned rivals to partners, and partners to enemies as easily as fish swims through a still pond. His passion for the game made him the joy and envy of every party. It also made him the target of many rogue nations that desired power over his allied nations.

    And so it was that his bodyguard, Triumphant Strife, came to be equally renowned for keeping the boisterous politician alive in the wake of numerous assassination attempts. For decades, the two were inseparable, eventually falling in love. Though his true love was always the game, Tolland’s affection for Strife was immense and he always held a smile just for her. Cold and hardened from years of war, Triumphant Strife opened her heart only for Airdancer, and her devotion to him was paramount.

    Until the day she wasn’t quick enough, and a poisoned arrow nearly pierced his heart. As he lay helpless fighting the effects of the attack, Triumphant Strife blamed herself for her failure. Claiming herself unworthy to be Airdancer’s bodyguard, she left her love in search of a way to become the best defender in all Creation.

    After almost a decade of searching, she found a wise Lunar who took pity on her quest and agreed to help. Together, the two ventured into the depths of the Wyld and disappeared for 2 years more. When Triumphant Strife strode out of the Wyld, she was alone and bore a shimmering shield of moonsilver and dreamsteel.

    Strife never spoke again of what occurred in the Wyld, and upon returning to her lover, Tolland rejoiced at the sight of his long lost love, only to find her changed. Her heart was hollow and her passion gone, and it broke him in turn. She spent the rest of her days, a cold removed bodyguard to Tolland, using her mystical shield to defend her charge. His own passion for the game was gone, as he lost his will to play upon the loss of the woman who was once his. They both faded into obscurity.

    Reflecting Bastion is an Moonsilver artifact shield alloyed with the rare and Wyld-born Dreamsteel, which reacts and interacts with the emotions of the wielder. Reflecting Bastion has 1 hearthstone socket on the front of the shield, the face of which shimmers and fluctuates always showing distorted images of onlookers, often hypothesized to be alternate versions of what might have been. The backside of the shield is a brightly polished mirror surface which seems to enhance and improve the visage of anyone reflected in it.


    Evocations of Reflecting Bastion

    A Solar, Lunar or Dragonblood who spends 2 additional motes attuning to Reflecting Bastion ignores the Defense penalty to perform a Defend Other action toward a subject the wielder holds a positive intimacy towards or that the shield holds a tie of Wardship.

    Bond of Wardship
    Cost: 2m Mins: Essence 1
    Type: Supplemental
    Keywords: None
    Duration: Indefinite
    Prerequisites: None

    Reflecting Bastion holds a close bond to its wielder, and they share the ties that matter. Activating this evocation during a Defend Other action, the wielder raises the shield with her ally behind her and views them in the reflected, mirrored surface. Reflecting Bastion captures a taste of the target’s essence and incorporates it into its purpose.

    As long as the cost is committed, the shield creates and maintains a Minor tie of Wardship to the focus of the Defend Other action. Reflecting Bastion can only hold one tie at a time, and if the evocation lapses, the tie is lost from the shield. For every battle where Reflecting Bastion held a tie of Wardship and was used to defend that subject, the strength of the tie increases by one level.

    While Bond of Wardship is committed, the wielder automatically knows exactly what direction the subject of the Intimacy is in, and gains (Intimacy’s strength) in automatic successes to tracking the subject across any distance.

    Ally Afterimage
    Cost: 7m Mins: Essence 2
    Type: Reflexive
    Keywords: None
    Duration: Indefinite
    Prerequisites: Bond of Wardship

    Drawing upon the emotional bond forged for their Ward, the wielder of Reflecting Bastion gains knowledge of the subjects well being and more. With this evocation, the wielder focuses on a subject towards which they hold a positive Intimacy and have used Defend Other on in the past, or which the shield holds a tie of Wardship. Across any distance, the wielder gains immediate knowledge of the subject’s emotional and physical state. They know how many wound levels the subject has, the greatest emotion they are feeling at that moment, and whether they are conscious or not. The wielder may roll a Read Intentions against the subject with a -1 Penalty to determine if they are interacting with any Intimacies at the moment and what those are.

    If the subject is a Ward, defined by Bond of Wardship, the Reflecting Bastion will actually reveal an image of the subject’s in the mirrored back of the shield. While no other surroundings will appear, this grants the wielder the ability to speak to the subject while the cost of the evocation is committed. The subject will hear the wielder’s voice inside their head, and they may even respond, but it must be outloud. No other information beyond the image of the subject’s face and anything the subject says can be conveyed through the Ally Afterimage. Any new wounds suffered during the conversation will end the evocation prematurely.

    Swift Protector
    Cost: 4m Mins: Essence 2
    Type: Reflexive
    Keywords: Perilous
    Duration: Indefinite
    Prerequisites: Ally Afterimage

    The constant guardian is never far from their charge’s side. This evocation allows the exalt to cross incredible distance instantly to return to an ally’s side. Any subject that is a Ward or that the wielder holds a positive Intimacy for is an applicable target for this evocation, allowing the exalt to commit the cost while within Close range of their subject. At any point in the future, the wielder of Reflective Bastion may release the cost of this evocation to cross (Intimacy’s strength - 1) range bands instantly to perform a Defend Other action for their charge. The exalt does not cross the distance between, they simply appear next to their charge, and this does not count against their movement action for the round.

    If the subject is a Ward, the exalt grants their charge bonus initiative equal to the number of range bands crossed to defend them, giving them respite by defending them from the attack.

    Line in the Sand
    Cost: 5m, 1wp Mins: Essence 3
    Type: Supplemental
    Keywords: None
    Duration: Until Next Turn
    Prerequisites: Swift Protector

    The bodyguard does not abandon their charge and will not be moved from their side. Raising the glimmering surface defensively, the exalt plants themselves within Close range of an ally that is a Ward or that they hold a positive Intimacy towards. Enacting a Defend Other action, until their next turn they become immune to knockback or knockdown. For each attack successfully parried, the exalt gains 1 initiative.

    If the subject is a Ward, Reflecting Bastion also grants a pool of bonus points equal to the strength of the tie of Wardship. These points last until the end of the evocation and may be used to raise the wielder’s Parry against any incoming attacks. These points cannot be used more than once per activation, but may be divided among different parry activations. Any unused points are lost at the beginning of the exalt’s next turn.


    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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    • #17
      Dagda (Artifact 3)

      In the remote west lives the thunderbird queen, Golden Blossom, bane of a hundred spirits. The beautiful warrior-woman wrestled monsters, slew armies of men, and gave birth to entire tribes. She watched her children with a curious eye, hoping that they would be mighty heroes in their own right, and for the greatest of her children she had Dagda made.

      For the forging of Dagda Golden Blossom called on the expertise of many thunderbirds, asking each to contribute - this would be no ordinary warclub. The ironwood tree that made it was felled by a storm in the distant Coral Archipelago, the orichalcum obtained from the deepest South, taken by force from the god of a volcano. Other ingredients, prizes and spoils of war were added - the blood of spirits, the strength of a giant, gems and jewels… last of all each of the thunderbirds involved in its making called down a bolt of lightning on the finished warclub.

      The club has since passed on to one of her most recent children, a warrior who recently Exalted as a Dawn Caste. He calls himself the Storm King, and with cudgel in hand he lays into his enemies with reckless abandon and the fury of the storm.

      For mechanics purposes, Dagda is an orichalcum goremaul. Whoever attunes to Dagda gains the following two Evocations for free:

      Storm-King Smite
      Cost: 2m; Mins: Essence 1
      Type: Supplemental
      Keywords: None
      Duration: Instantaneous
      Prerequisites: None

      The power of master and weapon amplify one another; the Exalt attuned to Dagda may count his Strength as if it were two dots higher for the purposes of being able to perform a feat of strength to destroy an object, using Dagda to deliver the blow. This does not increase his dice pool, only permit him to attempt feats of strength that might be beyond the limits of his score.

      Example: Barbus wants to smash through a brick wall - increasing his Strength to 6 with Increasing Strength Exercise, he finds he can bash through it, but only slowly. He picks up Dagda and uses Storm-King Smite; his Strength is considered to be 8, permitting him to attempt to hammer down the wall with his mighty cudgel in a single turn.

      Lightning Hammer
      Cost: 1m; Mins: Essence 1
      Type: Supplemental
      Keywords: None
      Duration: Instantaneous
      Prerequisites: None
      Crashing into foes like a bolt from the blue, Dagda can slay a dozen men with a downward swing. This Evocation removes the Initiative cost from a Smash attack, and adds (the Exalt's Essence) to the damage roll when attacking a battle group of size 2 or less.

      Other Evocations lie buried in the core of this warclub, but the Storm King has yet to tap into them.


      He/him

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      • #18
        Originally posted by TheCountAlucard View Post
        Lightning Hammer
        Cost: 1m; Mins: Essence 1
        Type: Supplemental
        Keywords: None
        Duration: Instantaneous
        Prerequisites: None
        Crashing into foes like a bolt from the blue, Dagda can slay a dozen men with a downward swing. This Evocation removes the Initiative cost from a Smash attack, and adds (the Exalt's Essence) to the damage roll when attacking a battle group of size 2 or less.

        Other Evocations lie buried in the core of this warclub, but the Storm King has yet to tap into them.
        I like this artifact, but I think this evocation is slightly undercosted. At least 2m I think.


        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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        • #19
          As hinted at, still kinda working on it, so that's to be expected.


          He/him

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          • #20
            Originally posted by TheCountAlucard View Post
            As hinted at, still kinda working on it, so that's to be expected.
            Totally cool, just adding feedback. I try to comment on most artifacts posted, because feedback is good and keeps people creating! At least, most feedback does... >_>


            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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            • #21
              So I've gotten a bit better at writing artifacts, which makes me sad that my favorite concept for one was my first, which turned out to be not so good mechanics wise. So today I rewrote it, hoping to dial it in a little more. The charm names are the same, and a few concepts are the same, but many of the mechanics are different. No idea on the balance yet, but here's my first draft!

              Again, this is a remake of Torrid Omen, my previous sorcerous longfang. Flavor would be the same so I cut it out.

              Searing Wisdom (Orchalcum/Red Jade Longfang ****)

              Evocations of Searing Wisdom

              A Solar or Dragonblood who is initiated into sorcery and spends 3 additional motes to attune to Searing Wisdom gains insight into the occult world and the element of fire. Any spells aligned with fire cost 1 less sorcerous mote to cast and the exalt’s natural soak and hardness increase by 1 against all sources of fire damage.

              Blazing Augury
              Cost: 1wp (H+) Mins: Essence 1
              Type: Simple
              Keywords: Uniform
              Duration: One Scene
              Prerequisites: None

              By touching the red jade head of the spear to any open flame and expending a point of Willpower, the exalt awakens Searing Wisdom, causing the spearhead to begin to glow as hot coals. This is a simple action that cannot be flurried. Once Blazing Augury is activated, Searing Wisdom will begin to gain Heat. Each round as Heat level rises, the tip of the longfang increases in brightness similarly to an anima banner, beginning the round of activation at Glowing and confers the same penalties to Stealth.

              Heat levels interact with several evocations of Searing Wisdom and can be spent like Anima levels for an exalt. Evocations that interact with Heat denote the cost in (H) where Glowing is 1, Burning is 2, and Bonfire is 3. At any time, the exalt may reflexively spend Heat levels to enhance an attack by adding (expended H) dice to the raw damage. The exalt cannot expend levels as such to bring the Heat level below Glowing in this manner.

              Blazing Augury can only be deactivated through the evocation Incantation Ignition, or by extinguishing the tip of Searing Wisdom. This can be accomplished either by driving it completely into the earth, completely submerging it in water, or other similar actions, and then leaving it there for a full minute, or 3 combat rounds. Doing so sets the Heat level back to Dim and blazing Augury must be reactivated to get to Glowing again.

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

              Scalding Rune
              Cost: 3m Mins: Essence 1
              Type: Supplemental
              Keywords: Dual
              Duration: End of next turn
              Prerequisites: Blazing Augury

              Blazing Augury must be active to use this evocation. The exalt uses the burning tip to carve ancient runes and sorcerous sigils into the bodies of their foes. When used with a Withering attack, it subtracts (H) soak from the target, as it sears the target’s skin and clothing, or superheats their armor. When used in a Decisive attack, it subtracts (H) points from the target’s hardness. When successfully used against a sorcerer who is actively shaping sorcery, it annihilates (H) sorcerous motes from their pool.

              The mark lasts until the end of the exalt’s next turn, at which point, the subtracted soak or hardness is restored. Multiple uses of this evocation on the same target do not stack. Being marked by Scalding Rune can interact with other evocations of Searing Wisdom

              Conflagration Prestidigitation
              Cost: 4m (+1H) Mins: Essence 2
              Type: Reflexive
              Keywords: None
              Duration: Instant
              Prerequisites: Scalding Rune

              The stolen power of the Pole of Fire rages within the jade spearhead, yearning for release. This evocation can only be activated if Searing Wisdom’s Heat level is at Burning or above. With a thrust of the mighty spear, the exalt sends a wall of flame in a straight line from her position, stretching out and upwards 1 range band. If the spear is thrown, this evocation can be activated from the point where it lands, creating the wall from its target.

              Anyone in the path of the wall of fire may roll (Wits + Dodge) at difficulty (current Heat level) to avoid getting caught in it. Once the wall has formed, it has the stats of a bonfire. All walls of fire are extinguished if the Heat level is reduced to Dim.

              If a sorcerer takes damage from a fire wall, (H) sorcerous motes are burned away from them. If the Heat level is at Bonfire, the wielder may expend 1 level of Heat to gain the sorcerous motes lost from any sorcerer from this evocation.

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

              Incantation Ignition
              Cost: 5m, H+ Mins: Essence 2
              Type: Supplemental
              Keywords: None
              Duration: Instant
              Prerequisites: Scalding Rune

              Blazing Augury must be active to activate this evocation. With the spearhead blazing, the contained sorcerous energy of Searing Wisdom causes the orichalcum shaft to hum almost musically. With a mighty gesture of the spear, this power is unleashed in a spectacular display of the exalt’s sorcery.

              Incantation Ignition enhances a Shape Sorcery action, adding (2 x H) sorcerous motes to the exalt’s sorcery pool. This consumes all levels of Heat that Searing Wisdom contains. After the spell is set loose, the Heat level is set to Dim and Blazing Augury deactivates, the spearhead extinguishing itself and becoming instantly cool to the touch.

              If the spell was directed against someone marked by Scalding Rune, the exalt adds 1 automatic success to the attack roll.

              Burning Cantrip
              Cost: -- (6m) Mins: Essence 3
              Type: Permanent
              Keywords: None
              Duration: Permanent
              Prerequisites: Conflagration Prestidigitation,Incantation Ignition

              The master of Searing Wisdom knows that knowledge of the arcane does not preclude knowledge of the battlefield: they are one and the same. When enhancing the activation of Blazing Augury, this evocation makes Blazing Augury no longer deactivate after casting a spell and when it resets the Heat level to Dim it will continue to gain Heat each round. It also enhances the other evocations of Searing Wisdom:
              • Scalding Rune’s mark lasts 2 rounds before expiring
              • Conflagration Prestidigitation may be empowered by spending a single level of Heat to extend the fire walls an extra range band outward and upward. This applies to newly created walls as well as pre existing walls.
              • Incantation Ignition adds (H) to the raw damage a spell. If the spell is aligned with fire, change it to (H) automatic successes instead.
              When so enhanced, Blazing Augury can only be deactivated by extinguishing the tip of the spear in the mundane manner. Afterwards, the longfang goes dormant, it’s evocations silent. It requires a week to recover after using this evocation before awakening again.
              Last edited by The Unsung Hero; 02-08-2016, 06:53 PM.


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

              Comment


              • #22
                I asked someone in another thread to offer suggestions on an artifact to make. Someone suggested a sun-themed artifact shield, so I gave it a crack. This is a first pass and I'm fairly certain there's a mechanics imbalance near the end, but I haven't really looked it over in depth yet.

                Infinite Radiant Aegis (Orichalcum Artifact Shield *****)

                Infinite is the Sun. Magnanimous are its blessings. Terrible is its wrath. Perfect is its glory.

                This was the mantra of the Society of Sol, a diminutive city-state on the islands to the northwest that existed since before written history. Populated by ritualistic sun-worshipers, these zealots persisted through wars, famines, and even the Great Contagion, and they credited it all to the Sun they idolized. Despite this, it was thousands of years before they ever laid eyes on a Solar exalt.

                When one finally appeared, exalting from their own ranks, the society prostrated themselves before the golden woman, formerly a minor priestess functionary, now declared an avatar of the Sun itself. She claimed the Sun spoke to her and gave her guidance, and through her commands, the society organized and flourished, expanding for the first time since the founding of the Society.

                Driven by inspiration, the priestess proclaimed the gathering of rare metals and materials to forge an icon of the Sun itself, to show the world its might and glory. And so, the members of the Society of Sol ventured into the Wylds and neighboring nations and through war, trade, or thievery, gathered what was required for the undertaking.

                For 2 generations, the priestess worked at her temple-forge, creating the icon that would remind the world that the Sun was paramount above all gods. By day, dozens of mirrors would gather the sunlight and focus it upon the armament. By night, it was warmed by fires kept burning by a hundred men working the bellows. After nearly a hundred years, the priestess proclaimed it lacked only one thing, the blessing of the Sun itself. Meditating at the peak of the temple, she sat without nourishment or sleep for a year and a day.

                One the last day, she saw an image of the Sun stand before her, shining so brightly she could not look directly upon it. The Sun applauded her commitment and found her worthy, plucking a single ray of its radiance from its head and cooling it with a whisper. Placing the golden thread of sunlight into the priestess’ withered hand, the Sun rose up into the sky again and seemed to beam appreciation upon her. The priestess returned to the forge and incorporated the gifted sun ray into the shield and with her last breath, she handed the magnificent golden shield to a temple guard claiming it completed and passed from Creation.

                The Infinite Radiant Aegis is an orichalcum shield perfectly circular in shape with a golden sunburst embossed on its face. It is warm to the touch at all times, like a sun-soaked rock in the summer, and in the sunlight it shines like a beacon. The shield has 1 hearthstone socket in the center of the shield face.

                Evocations of Infinite Radiant Aegis
                A Solar who spends an extra 2 motes on attunement counts their own anima at Burning level or higher as direct sunlight exposure for the purposes of evocations with this shield.

                Brilliant Flare
                Cost: 3m, 1wp Mins: Essence 1
                Type: Reflexive
                Keywords: Counterattack, Decisive
                Duration: Instant
                Prerequisites: None

                The Sun is infinitely bright and it bathes Creation in it’s magnificence. When struck on the battlefield, the exalt turns the advantage by channeling the magnificence of the Sun through Infinite Radiant Aegis and blinding their foes.

                When the wielder is the victim of a successful Withering attack, after they take damage they may activate this evocation to attempt a blinding Gambit as the shield flares with bright light in the eyes of their foe. The difficulty of the Gambit is 3, and if successful, the target is temporarily blinded, taking a -3 to all sight based actions on their next turn, with the penalty reducing by 1 each following turn until it is gone. If the target is a creature of darkness, the penalty remains at -3 for all three rounds before recovering.

                If the Aegis is exposed to direct sunlight, the difficulty of the Gambit becomes 1, and the Decisive roll to hit with the Gambit gains 1 automatic success.

                Fever Defense
                Cost: 5m Mins: Essence 2
                Type: Supplemental
                Keywords: None
                Duration: Until next turn
                Prerequisites: Brilliant Flare

                The Sun is wonderfully warm and Creation basks in its comfort. But its heat is also deadly and Infinite Radiant Aegis utilizes this power in defense. Fever Defense can be used to supplement a Full Defense action, causing the shield to burst into golden flame and radiate intense heat.

                Until the wielder’s next turn, all opponents in Close range must overcome a (Stamina + Resistance) roll difficulty 2 to attack the exalt. Failure leads the attacker to burn themselves on the heated shield, dealing 2 dice of unsoakable lethal damage. If they do overcome the roll, they lose 1 initiative (subtracted before damage is rolled) for each attack they attempt, as they compensate for immense heat radiating out from the shield. If the target is a creature of darkness, the damage is aggravated.

                If the Aegis is exposed to direct sunlight, the difficulty changes to (exalt’s Essence) and the wielder gains the initiative lost from attack rolls against them.

                Illustrious Force
                Cost: 5m (+3m, 1wp) Mins: Essence 3
                Type: Simple
                Keywords: Decisive, Perilous
                Duration: Until next turn
                Prerequisites: Fever Defense

                The Sun is preeminent in the sky and all other powers gather to its side. It’s immense gravity makes even the mighty bow to its glory. Calling on this power of the Sun, the exalt exudes a massive gravity that pulls in opponents, weakening them for a followup attack. This evocation can only be activated once per day, resetting with the rising sun.

                All opponents at Short range are pulled one Range band closer unless they succeed on a reflexive Disengage roll versus the exalt’s dicepool of (Essence + Current Willpower). This does not count as the opponent’s movement action, but it still costs initiative. On a success, the targets remain where they are. On a failure, they are pulled to Close range of the wielder. All opponents that end this action within Close range of the exalt cannot Disengage further until the exalt’s next action, as they are held by the majestic power of the shield.

                For an added cost after pulling their foes in, the wielder of Infinite Radiant Aegis can release the held gravity over their foes and unleash a Decisive attack against all enemies at Close range. The exalt rolls a single attack roll and applies the value to all applicable targets, which suffer a -1 penalty to Defense to this attack. Initiative is divided as evenly as possible among the opponents. If any damage is dealt, the opponents are knocked backward a range band. Regardless of the success of the attack, this attack releases the gravity effect freeing the opponents.

                When the Aegis is exposed to direct sunlight, the Decisive attack only needs to hit the opponents to knock them back, and if it deals damage, they land prone. The exalt also gains (Essence) bonus initiative to add to the damage pool and divide among the foes.

                Luminous Calamity
                Cost: 10m, 1wp Mins: Essence 4
                Type: Simple
                Keywords: Decisive, Mute, Perilous
                Duration: Instant
                Prerequisites: Illustrious Force

                The Sun represents the ultimate power in the heavens, supreme might and infinite potential. The Infinite Radiant Aegis channels but a meager sliver of the Sun’s might, but even that can be absolutely devastating. This evocation can only be activated after using Fever Defense for 3 rounds in a combat as it gathers solar energy.

                After sufficient energy has been gathered, the exalt raises the Aegis to their foes and unleashes a beam of annihilating force. All light within Long range is extinguished: non-magical fires are snuffed out, magical fires are dimmed temporarily, anima banners are reduced 1 level in intensity, and the anima of the exalt wielding Infinite Radiant Aegis evaporates completely. The projected beam is one range band wide and 2 range bands in length and is unblockable without the use of charms or magic.

                The exalt rolls a single attack roll against all applicable opponents, gains (Essence) bonus initiative to the damage pool, and divides the initiative damage among their foes as they choose. Anyone killed by this attack is instantly cremated, their souls sent to Lethe. Against creatures of darkness, this attack deals aggravated damage.

                When the Aegis is exposed to direct sunlight, the Decisive attack gains double 10s. The sun in the sky darkens over the combat as during an eclipse when this evocation is used.

                Using this evocation burns out the power of the shield, and it cannot use any of its evocations until it sees 5 sunrises; even then, Luminous Calamity cannot be used again for a season.


                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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                • #23
                  A unique idea given to me by Chejop Kejak (the forum user, not the Sid). If you catch the reference... well it's not that obscure.

                  Since the 3e corebook doesn't have razor harnesses, I had to invent them. Seemed like a simple thing. Probably shot the moon with the last evocation, but that was kind of the point.

                  Abominable Apocalypse Arsenal (Moonsilver/Soulsteel Artifact Razor Harness *****)

                  The creature known as The Hope Ender burned a swath of destruction across the North, massacring every city and village along its path. None knew of where it came, nor what its purpose was, only that it killed countless people over the course of a season in the late days of the Shogunate.

                  It was thanks to the work of the brilliant and powerful sage Lexicon, who discovered the origins of the beast, that the hero of Nexus Supreme Mandala had the knowledge needed to stop the monster. Lexicon had discovered the creature was once a hero named Cryptic Knight, who was lost in the Underworld decades before, and emerged a powerful beast.

                  Knowing Cryptic Knight’s weakness, Supreme Mandala met the monster on the edge of Nexus. The two battled for 3 days before finally, in a spectacular clash, the two combatants slew each other. Cryptic Knight transformed back into the shattered body of the man he was, the battle harness that gave him his power falling to the ground, lifeless. Supreme Mandala was given a hero’s burial for his immense sacrifice. None know what became of the harness, though some rumored the crafty sage Lexicon stole it away to study its immense power.

                  The Abominable Apocalypse Arsenal is an artifact razor harness which straps to the shoulders and torso of the exalt. It has the statistics of a light artifact weapon and deals lethal damage during a Savage attack in a clinch, and has the Lethal and Brawl tags. Normal Brawl or Martial Arts attacks can be stunted to do Lethal when using the harness. The harness is made with blades of moonsilver; the buckles and straps studded with Soulsteel. It is a wicked and gruesome tool of violence to behold. It has a single hearthstone socket in the buckle across the chest.

                  Evocations of Abominable Apocalypse Arsenal
                  A Solar, Lunar, or Abyssal who spends 3 additional motes attuning to the Abominable Apocalypse Arsenal cause the hardness to expand and evolve. Straps snake around the arms and legs of the exalt and fresh blades and spikes extend from them. This allows the exalt to treat all of their unarmed attacks as light artifact weapons, and not restricted to grappling attacks. In addition, while wearing the Arsenal, they gain the effects of the Hideous merit for free.

                  Promise of Violence
                  Cost: 5m, 1wp Mins: Essence 1
                  Type: Reflexive
                  Keywords: None
                  Duration: Instant
                  Prerequisites: None

                  The Abominable Apocalypse Arsenal is a tool of pure violence, and it’s wearer is a promise to that end. Activating this evocation makes the exalt more intimidating, the weapon more deadly. All opponents aware of the wearer’s presence are subject to a Threaten action of (Appearance + Presence or Performance) to create a tie of Fear in the exalt. If the opponents intend to engage the exalt at all in Close range combat, the wearer of the Arsenal treats their Appearance as 2 higher for the roll. This intimacy costs an extra willpower to resist.

                  Subjects that are successfully Threatened, gain a tie of Fear in the exalt that begins at the Minor intensity. Any foe maintaining a tie of Fear toward the wearer of the Abominable Apocalypse Arsenal must spend (Intimacy’s strength - 1) initiative before attempting to attack them each round. In contrast, the foe gains a die bonus to Disengage from the exalt equal to (Intimacy’s strength) as they are driven back by the fear aura.

                  If the target survives the combat, the tie fades 1 level of intensity as soon as combat concludes or if the wearer of the Arsenal leaves the premises, and another level of intensity each following day until it is gone.

                  Promise of Ruin
                  Cost: 4m Mins: Essence 2
                  Type: Reflexive
                  Keywords: Counterattack, Decisive
                  Duration: Instant
                  Prerequisites: Promise of Violence

                  Those who wear the armaments of death bear a promise of ruin to all who oppose them. To attack them is to bring disaster upon oneself. When an opponent attacks, the Abominable Apocalypse Arsenal stretches its spikes and curves its blades to try and gouge and tear the flesh of its foe.

                  Promise of Ruin grants a reflexive counterattack whenever an opponent at Close range strikes the exalt. After damage is rolled, the wearer of the Arsenal may roll a (Brawl or Martial Arts) based Decisive counterattack with a dice pool equal to the number of successes the attacker achieved over the exalts defense, with a minimum of 1. This attack does not reset the exalt to base initiative. If the attacker holds a tie of Fear towards the exalt, add (Intimacy’s strength) to the damage pool.

                  Promise of Rage
                  Cost: 7m, 1wp Mins: Essence 2
                  Type: Reflexive
                  Keywords: None
                  Duration: One Combat
                  Prerequisites: Promise of Violence

                  The wearer of the Abominable Apocalypse Arsenal is a best, filled with fury. This savagery is held back by the the trappings of humanity, with the promise of rage and release at the appointed time. Promise of Rage discards these trappings and unleashes the beast inside sending the exalt into a rage and causing their eyes to turn an intense red or orange glowing with their hate, or black and smoking with the monstrous power they wield.

                  Activating this evocation puts the wearer of the Arsenal into a frenzy trance, granting them +1 die on all rolls pertaining to grappling. The flurry penalty for a Rush action is removed, and movement actions gain +1 die. However, the exalt becomes unable to Disengage at all, and cannot stop attacking something while the evocation is in effect. This evocation can only be voluntarily deactivated after killing a non-trivial foe or when there are no enemies left to kill.

                  If a target holds a tie of Fear towards the wearer of the Arsenal, increase the die bonus for grappling and movement actions to (Intimacy’s strength) against them.

                  Promise of Brutality
                  Cost: 5m Mins: Essence 3
                  Type: Simple
                  Keywords: None
                  Duration: One Combat
                  Prerequisites: Promise of Ruin, Promise of Rage

                  The blade harness is a weapon of cruelty; barbaric and terrifying. In combat, it holds the promise of a brutal and gruesome end to its enemies. The wearer of the Abominable Apocalypse Arsenal becomes one with the harness as the straps absorb into the exalt’s skin and the spikes protrude grotesquely from their body.

                  This evocation makes the harness one with the exalt’s body and enhances it in terrible ways. It becomes impossible for the artifact to become de-attuned from the wearer by any means for its duration. It grants the piercing tag to all of the exalt’s attacks, and makes it impossible for them to deal bashing damage with any unarmed attack. Additionally, all grapples that the exalt controls gain 1 additional free round of control as the victim struggles to escape past the wall of spikes that moves as the exalt does.

                  If a foe holds a tie of Fear towards the exalt, grapples against them gain (Intimacy’s strength) extra rounds of control instead, and attacks against them gain the piercing tag without spending initiative.

                  Promise of Doom
                  Cost: (+5m, 1wp) Mins: Essence 4
                  Type: Reflexive
                  Keywords: Uniform
                  Duration: Indefinite
                  Prerequisites: Promise of Brutality

                  The true monster sleeps, waiting for the proper time to fulfill its final promise. When the day of doom finally arrives, nothing can stop the beast. Promise of Doom upgrades its prerequisite and for the added cost and changing the duration to Indefinite, transforms the wearer of the Abominable Apocalypse Arsenal into a destroyer of worlds. The exalt takes on a terrifying new form as the harness incorporates the host body and changes it. Their hair turns white like a ghost, their skin turns grey like granite, the blades fuse with their skeleton and become unbreakable razor-sharp protrusions. They gain 20% mass in size and bulk becoming a hulking beast.

                  The doombringer adds (Essence) automatic successes to rolls to intimidate or threaten, and trivial opponents will flee automatically at the very sight. The exalt gains (Essence) to their Strength for purposes of determining feats of strength, and adds (Essence) damage dice to both Withering and Decisive attacks. The monster’s rock-like skin gains (Essence) to natural soak, and adds (Essence) to hardness against grappling attacks.

                  If a foe holds a tie of Fear towards the exalt, it is automatically but temporarily raised by 1 level of intensity when in view of the exalt in this monstrous form and applies its benefit to all other evocations of the Arsenal. This extra level of intensity fades after combat.
                  Finally, the exalt may also activate Promise of Rage by paying 4 additional motes when beginning Promise of Doom.

                  Promise of Doom cannot be voluntarily deactivated by the wearer until they have slain (Essence) foes personally (must deliver the killing blow). If they run out of foes, they will start hunting bystanders, or even allies. Oftentimes, the wearer becomes blood drunk with the power and loses themselves to the beast, and choses never to deactivate the evocation.


                  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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                  • #24
                    I like how it ended up, but I don't think I had quite as cohesive a theme for this artifact. It was my first attempt at armor. I'll have to put some more thought into it for future ones. Also not sure how powerful being able to upgrade your armor type is. Probably some big balance issues here. Oh well. Enjoy!

                    Flourishing Hedge (Green Jade Chain Shirt ****)

                    Laughing Mist had a good life. She dwelled with her tribe in the trees to the East, unburdened by the troubles of the world. Though her fellow chosen would often scold her for ignoring her duties to Creation, she merely laughed and disappeared into the woods again. She befriended gods and spirits alike and brought prosperity to them through protecting of their forests and forging great works to aid them.

                    Her greatest allies were the treefolk, tall god-blooded people with long, stick-like fingers and rough bark for skin. Laughing Mist treated with them daily and even took the occasional lover among their people. Together they paid homage to the great forest lord T’tirok, an ancient wood elemental in the form of a massive ambulatory tree.

                    All was serene, until a sickness took root in the forest. A black corruption that turned the hearts of the plants and the animals. The treefolk feared it would take the heart of T’tirok, and so Laughing Mist ventured into the black lands to rescue the ancient tree. Monsters and spirits most foul barred her path, but she would not be delayed. Eventually she found T’tirok, mad with rage at the loss of his forest and corrupted completely. Weeping inconsolably, Laughing Mist cut down the ancient tree, killing him to save him.

                    The tree people mourned and blamed Laughing Mist for their loss. She had failed to protect them and slain their god, and so she was exiled. Laughing Mist was only seen once more, ten years later, when she returned to the tree people and gave them an offering. A fine green chain armor, glittering in the sunlight, and fitted with ivy motifs, gifted as a memento of their lost god. For Laughing Mist had rescued T’tirok’s heart, purified it, and forged it into this armor. “May it protect you where I could not,” she said with a voice devoid of mirth. Walking into the morning mists, she was never seen again.

                    Flourishing Hedge is a green jade chain shirt with ivy motifs scattered amongst the links and a single hearthstone socket in the collar. When worn, the wearer can feel the soft beating of T’tirok’s heart from the armor, and it beats faster with excitement when near forests. While it can be hidden under clothes, this can be problematic when activating its evocations.

                    Evocations of Flourishing Hedge
                    A Solar or Dragonblood who spends 2 extra motes attuning to Flourishing Hedge can choose what kind of foliage is created by its evocations. They need not be native to the surrounding environment and can even small amounts of food if desired. It cannot produce rare or magical flora, or anything that doesn’t occur naturally within Creation.

                    Trees for the Forest
                    Cost: 5m Mins: Essence 1
                    Type: Reflexive
                    Keywords: Mute
                    Duration: Indefinite
                    Prerequisites: None

                    The Flourishing Hedge is a medium for plants, and can produce them at will. Activating Trees for the Forest causes leaves, bark, branches, needles, and other foliage to sprout from the chain vest and rapidly begin to cover the exalt. The nature of this spontaneous growth is always appropriate to the region the exalt is in. In the North, it may become needly with cedar barks, while in the south it could become spined like cacti.

                    Beginning the round it is activated, the exalt gains 1 automatic success on all Stealth rolls when amongst any amount of surrounding foliage. This bonus increases by 1 each round afterwards to a maximum of the highest of Essence or 3. This benefit requires the exalt to remain perfectly still and quiet, though with a proper stunt, they could move slightly with the wind, water current, or any other appropriate natural motion. The exalt may explicitly use this evocation to go to Stealth mid-combat, but each time they do, the benefit resets to 1 regardless of how long it has been activated.

                    In addition, after 3 rounds of Trees for the Forest being activated, the exalt gains +1 to their Dodge Defense, as foes struggle with finding their foe among the accumulated brush. When the evocation ends, all created foliage decays and falls off the armor, decomposing on the ground to dust.

                    Strength in the Roots
                    Cost: 5m 1wp Mins: Essence 2
                    Type: Reflexive
                    Keywords: None
                    Duration: One Scene
                    Prerequisites: Trees for the Forest

                    Roots harden, bark thickens, and vines wind endlessly around the body of the exalt, shrugging off stronger attacks than before. Trees for the Forest must be active for this evocation to function. Strength in the Roots causes the Flourishing Hedge to upgrade to medium artifact armor (from base, +3 to soak and hardness, -1 mobility penalty) as the sprouting foliage protects the body of the wearer like a reinforced buff jacket made of plants.

                    In addition, if Trees for the Forest has been active for 3 rounds, the wearer gains limited control over the vines and branches of the Flourishing Hedge. Minor acts of dexterity may be performed with the foliage of the armor instead of the exalts hands at a -1 offhand penalty. Examples include untying bonds when the exalt is tied up, picking a lock, holding a book for the exalt to read. Due to the concentration required, consider this to act as a second set of hands, even though it can be represented by dozens of animated vines as easily as a single winding stick. This effect cannot be used to wield weapons or make attacks except as part of an unarmed stunt, and it cannot carry more than 20 lbs of material.

                    A Force of Nature
                    Cost: --(+5m) Mins: Essence 3
                    Type: Permanent
                    Keywords: Perilous
                    Duration: Permanent
                    Prerequisites: Strength in the Roots

                    The power of nature is unfathomable, and the Flourishing Hedge embodies a portion of that. The foliage created by the armor encompasses the wearer’s entire body, transforming them into a huge treant with the aspect of the local plantlife. Paying the cost of A Force of Nature when activating Strength in the Roots upgrades the evocation granting the exalt a variety of benefits:
                    • The round it activates, the exalt may roll a Join Battle roll that cannot be amplified by charms. Successes are added to their initiative pool.
                    • Flourishing Hedge is considered Heavy Artifact Armor (from base +6 soak and hardness, -2 mobility penalty)
                    • Adds 3 to the character’s Strength for feats of strength (qualification and dice pool)
                    • Increases in size by 50%, adds 2 dice to intimidation rolls
                    In addition, for every round that Trees for the Forest is active at the same time as A Force of Nature, the exalt gains 1 initiative.

                    A Force of Nature ends if the exalt is crashed, ending both it and its prerequisite. When the evocation ends it cannot be activated for one season unless given the personal blessing of a wood elemental or a forest god.


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

                    Comment


                    • #25
                      Kingmaker (Artifact 4) - Starmetal daiklaive
                      This ancient weapon is a treasure of the Bronze Faction, customarily entrusted to a member of the house of Mars. It is a shining double-bladed broadsword etched with old realm invocations down the blood gutter in the center of the blade. It has been wielded by many champions through the centuries - mostly members of the Five-Score Fellowship, though from time to time it has found its way into the hands of another.

                      Worthy of note is that this is weapon of battle and conquest. It was never designed for use with the formalized martial arts styles of the Sidereal masters, and while it can be wielded in that fashion if so desired its nature is ultimately one of worldly conflict and tragedy, not enlightenment. There is no consensus surrounding its origin. It was certainly forged long ago, though by whom is not known. It also seems drawn to heroes, and numerous wielders of Kingmaker have observed its peculiar affinity for certain turns of Fate. Some have speculated that these characteristics echo the events which saw the blade come into being; others have argued that it was forged for the purpose of bringing such events about, and that the story itself is just a fiction. None seem to know for certain.

                      Evocations of Kingmaker
                      A Sidereal or Solar Exalt who attunes to Kingmaker automatically unlocks the first Evocation, By the Sword. In addition, such a wielder can sever or forge bonds between men. When he takes an Instill action during combat to create, strengthen, or erode a Tie of Loyalty (whether to himself or another), double the effect of any existing Wound penalty on the target's Resolve to resist the influence.

                      By The Sword
                      Cost: - Mins: Essence 1
                      Type: Permanent
                      Keywords: None
                      Duration: Permanent
                      Prerequisites: None
                      Kings are born in the crucible of war, and the greatest write their legends personally. This is when the bonds of fealty are forged. Allied battle groups fighting alongside the wielder of Kingmaker have the TN of attack actions they make reduced by one on any turn in which the wielder actively fights in the vanguard of the army.

                      A Traitor's Due
                      Cost: 4m Mins: Essence 1
                      Type: Supplemental
                      Keywords: Dual
                      Duration: Instant
                      Prerequisites: By the Sword
                      Kingmaker can sense the conflict of one who has turned his back on those he once served, or a cause he once championed. Such wretches earn the sharp rebuke of a blade. Attacks made with Kingmaker against targets who are currently acting contrary to an Intimacy they hold enjoy a post-Soak damage bonus on Withering attacks equal to the strongest such Intimacy (+2, 3, or 4 damage dice). Decisive attacks instead may re-roll failed damage dice after they are rolled: one die if the target is acting against a Minor Intimacy, two dice for a Major Intimacy, and three for Defining.
                      Special Activation Rules: This Evocation can only be purchased after the wielder of Kingmaker dedicates himself to a worthy cause or liege.

                      In Your Name
                      Cost: 6m Mins: Essence 1
                      Type: Simple
                      Keywords: None
                      Duration: One battle
                      Prerequisites: A Traitor's Due
                      This Evocation is used at the start of a battle or immediately prior to hostilities. By taking a moment to dedicate the deeds he is about to perform to the glory of another, the wielder of Kingmaker twines the heroism of his own actions with the legend of the one on whose behalf he fights. Any positive Intimacies which may be formed toward the wielder by those who fight alongside him in the battle, or as an immediate result of the combat, also create an identical Intimacy toward the named beneficiary of this Evocation. Members of the Five-Score Fellowship have been known to take advantage of their Arcane Fate to slip the leash of their own glory, fading from memory until those present remember only that it was the courage and virtue of another that brought them victory.
                      Special Activation Rules: This Evocation can only be purchased upon discovering and defeating a significant threat to a cause or person the wielder holds dear.

                      Exiled By Her Eyes
                      Cost: 2m Mins: Essence 2
                      Type: Supplemental
                      Keywords: Dual
                      Duration: Instant
                      Prerequisites: In Your Name
                      Those closest to the throne are often in the greatest danger from it. The wielder of Kingmaker can remove the force of her presence from the awareness of others, offering long-desired complacence as a welcome substitute. By running her thumb down the blade, she frays the thread of her own importance and becomes just another tool to be discarded. This Evocation enhances a Persuade action to convince someone that the wielder of Kingmaker is unworthy of their time or attentions, re-rolling all 1s on the roll and increasing the Willpower cost to resist the influence by 1. If the influence is successful the target swiftly loses interest in the wielder, and soon after even forgets that the conversation took place at all.
                      Special Activation Rules: This Evocation can only be purchased after the wielder has fought and been victorious in a major military engagement in the service of another.

                      Fickle Heart Epiphany
                      Cost: 4, 6, or 8m Mins: Essence 2
                      Type: Reflexive
                      Keywords: None
                      Duration: Indefinite (at least one full scene)
                      Prerequisites: Exiled By Her Eyes
                      To rule is to assert control over the hearts of men. To rule is a fool’s errand, for the hearts of men are inconstant. This Evocation allows the wielder of Kingmaker to invert one of her own Ties, changing its context to the opposite: love becomes hate, loyalty becomes treachery, fear becomes resolve. In this fashion she redefines her own loyalties in the name of expedience to better align with the needs of the moment. The cost depends on the strength of the Intimacy: 4m for a Minor, 6m for a Major, and 8m for a Defining Intimacy. The motes remain committed for as long as the Evocation remains in effect, and no more than one Intimacy can be so inverted at a time. Once used, the effect cannot be ended until the current scene is over.
                      Special Activation Rules: This Evocation can only be purchased after the wielder has irrevocably betrayed the confidence or trust of someone toward whom he holds a positive Major or Defining Tie, or after he discovers that he is the victim of such a betrayal.

                      Fealty-Killing Stroke
                      Cost: 6m, or 10m 1wp Mins: Essence 3
                      Type: Supplemental
                      Keywords: Decisive-only
                      Duration: Instant
                      Prerequisites: Fickle Heart Epiphany
                      Those who rise can also fall, and the hand that lifts them up is also the one that can tear them down. This Evocation supplements a Decisive attack roll against a Crashed opponent. Should the attack prove fatal, the wielder of Kingmaker severs the ties that bound others to his slain foe’s cause. Anyone witnessing the fatal stroke or in the immediate vicinity when it occurs must immediately spend 2wp or have all of their positive Intimacies toward the target and any causes he championed reduced in strength by one step. Minor Intimacies reduced in this fashion are annihilated entirely, as if they never were. By increasing the cost of this Evocation to 10m and 1wp the effect may be extended to include everyone within a given town or city who bore any positive feeling toward the target - the stroke reverberates down the threads of the target's destiny, slaying his legacy as surely as the blade takes his life.
                      Special Activation Rules: This Evocation can only be unlocked when the wielder faces someone whom they have betrayed, or who has betrayed him, in mortal combat.
                      Last edited by Ferryman; 02-13-2016, 06:26 PM.


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                      • #26
                        Originally posted by Ferryman View Post
                        Kingmaker (Artifact 4) - Starmetal daiklaive
                        This is a very cool sword. The theme is consistent and solid and I love the Starmetal choice.

                        I do think the entry level evocation is VERY powerful, especially for Essence 1, and ESPECIALLY for zero cost. Obviously, the Sidereal book might prove this to be entry level in power scale, but from what I understand of the math, giving a battle group -1 to TN on all attacks that you fight with them on FOR FREE is nutso. Consider at LEAST a hefty mote-cost and a duration, though I would probably make it Instant so it has to be activated multiple times. For an entry level anyways. Just my 2 cents.

                        The pinnacle is probably my favorite and it caps the charm tree very nicely. however, it does use the word "Charm" instead of Evocation at least twice. Easy mistake to make, just a heads up.

                        Overall, I dig it!


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

                        Comment


                        • #27
                          Originally posted by The Unsung Hero View Post
                          I do think the entry level evocation is VERY powerful, especially for Essence 1, and ESPECIALLY for zero cost.
                          A fair observation. The condition that you be fighting at the vanguard of the army is not trivial, I think. You can't lead from the rear and benefit - Kingmaker has very particular notions about how its wielder ought to pursue his goals, and what those goals ought to be. If you're not at the front where the fighting is thickest, By The Sword doesn't do anything.

                          The pinnacle is probably my favorite and it caps the charm tree very nicely. however, it does use the word "Charm" instead of Evocation at least twice. Easy mistake to make, just a heads up.
                          I thought I caught all of those. Thanks.
                          Last edited by Ferryman; 02-13-2016, 06:30 PM.


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                          • #28
                            Anyone with high melee (thus using a sword) is going to lead their army from the front, I would think. If there were a significant drawback to leading from the front, I'd buy it, but I haven't seen it yet in my play. But your mileage may vary. Otherwise, a cool weapon sir!


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

                            Comment


                            • #29
                              Originally posted by The Unsung Hero View Post
                              If there were a significant drawback to leading from the front…
                              "Can be targeted by melee-range attacks from enemies at the front" isn't significant? There's some value to be had in forcing a character to go around or through an army to get to you. Admittedly fighting at the rear with a sword is awkward, yes, but still doable via ranged Melee Charms.
                              Last edited by TheCountAlucard; 02-13-2016, 10:44 PM.


                              He/him

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                              • #30
                                Let's say there's an artifact weapon that "grows" like a plant. Would only green jade be required for that, or would you need moonsilver as well?

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