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  • #46
    I am working on a N/A sword and feedback on the shield The Unsung Hero so graciously created I just have little time during weekdays to do any of that A quick question id love to get some feedback on: How do ppl feel about copying a charm effect for an evocation? Will be the only one that is not original in the evocation set (Looking at cracking double digits for the evocations set)

    I am thinking of borrowing the effect of Heaven Thunder Hammer for that sword, making some adjustments to what happens to a successful parry (being pushed back 1 range if not successful on resisting a sta + res check), increasing cost to 8 and bumping essence min to 2.

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    • #47
      I personally try to avoid it, but some charms have room for being borrowed elsewhere. HTH is a great example of how to do knockback effects and borrowing from it can be handy. But a strict copy-paste I wouldn't personally love. Your mileage may vary. Give it a shot!


      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


      • #48
        A skycutter with lightning! This one is reasonably simple in its concept. Keep your foe locked in the distance. The side effect of course is it benefits from foes being further away, which thrown weapons aren't as good at hitting, so balance is interesting.

        Static Fulmination (Blue Jade Skycutter ****)

        Bright Judgment lived upon a mountain in the North. The barbarian tribes knew this and worshiped her as the creator of their lands and a goddess of justice and bravery. Every year the tribes sent pilgrims up the mountain to bring offerings to her palace, though few ever made the journey, for no path existed to her sanctum and any that were made were annihilated by the lightning she commanded or avalanches from her thunder.

        Still, despite her aloofness, the tribes still sought her out year after year. Those who laid eyes on her sanctum said it was a workshop of beauty and magnificence, where she crafted the lightning in the skies and forged her judgment to be delivered unto the world. They claimed she was as tall as a tree, or as beautiful as the sunset, or that she glowed with the brilliant light of justice. Their awe would inspire a new generation of pilgrims and the process would begin again the following year.

        Bright Judgment cared little for the barbarians below. On the contrary, their yearly attempts to break into her forge were exhausting. The Twilight had build her workshop on the mountain to get away from people who wanted the amazing works she created, but all she desired was peace. When the fools climbed the mountain, she used her lightning favored weapons to strike them down, but sometimes still they made their way into her home.

        It wasn’t until they stole her finest creation, a skycutter imbued with the hearts of 3 lightning elementals, and sealed with the breath of an earth elemental, that Bright Judgment finally gave up and abandoned her mountain forge. Some say she disappeared even further north into the Wylds. The barbarian stories claim that she was slain by other jealous gods of fire and wood and water. Either way, the forge went silent, and all the tribes had to remember her was the beautiful curved tool of blue-white metal that crackled with the power of the lightning they had taken.

        Static Fulmination is a skycutter forged of blue jade with small filigree of white jade. It is patterned in lightning bolts and it causes hair to stand on end for those unattuned. It has a single hearthstone socket in the center, with the lightning bolt patterns arcing out from it.

        Evocations of Static Fulmination
        A Solar or Dragonblood who attunes to Static Fulmination gains an extra point of initiative from each successful Withering attack against a target that didn’t take a movement action on their last turn.

        Impulse Anchor
        Cost: 6m Mins: Essence 1
        Type: Supplemental
        Keywords: Uniform
        Duration: 3 rounds
        Prerequisites: None

        Lightning is drawn to the earth, and Static Fulmination makes its enemies the conduit for such power. When the wielder of this artifact lands an attack enhanced by Impulse Anchor, the skycutter creates a link between the target and the ground beneath them. Thin crackling tendrils of electricity arc constantly between the target and the ground they are standing on when struck. The anchor does not move from that spot and the affected target feels themselves leashed through it.

        Whenever the target makes a movement action away from that spot, the anchor drags at them, making the movement cost a point of initiative. The exception is that Disengage actions that return them to the anchored spot do not have the normal initiative cost and any outside actions (such as knockback) that force the target away from the anchor do not cost initiative.

        Furthermore, the lightning causes small shocks in the target dulling their nerves when they are away from their anchored spot. At the end of each round, the target loses extra initiative equal to the number of range bands away from their anchored spot they are. Displacement caused by forced movement will still cause this initiative loss if the target ends the round away from the anchor. If the target is in Crash, all initiative burned away by Impulse Anchor each round is gained by the wielder of Static Fulmination, until the target recovers from Crash.

        This evocation can only be used upon one target per activation and is not stackable. However, separate activations and commitments can allow it to be used on multiple targets. After 3 rounds, the anchor fades and the target is free to move as normal. This Evocation has no effect on any target that is not within Close range of a floor surface of some sort.

        Lightning Tether
        Cost: 5m (+1wp) Mins: Essence 2
        Type: Reflexive
        Keywords: None
        Duration: Instant
        Prerequisites: Impulse Anchor

        The master tugs on the leash, and the dog returns to his side. So too does the wielder of Static Fulmination keep its enemies in check. On the wielder’s turn, if a target under the effect of Impulse Anchor is 1 or more range bands away from their leash point, the exalt may activate Lightning Tether to instantly pull them back to the anchor. This ability beats most unmovable effects, but if contested by magic, roll the wielders (Wits + Thrown) with Essence automatic successes in the contested roll. Lightning Tether may only be used once per instance of Impulse Anchor per combat.

        Lightning Tether also immediately renews the duration of Impulse Anchor on a target. For an additional point of Willpower in cost, it adds 3 rounds on to the end of the original duration making the total duration 6 rounds.

        Jolting Backlash
        Cost: 7m, 1wp Mins: Essence 3
        Type: Simple
        Keywords: Decisive-Only
        Duration: Instant
        Prerequisites: Lightning Tether

        Those who underestimate the power of lightning will be struck down by its awesome power. When a target afflicted by Impulse Anchor is 1 or more range bands away from their anchor point, the exalt may target them with a Decisive attack that gains attack dice equal to the number of range bands away from the anchor point the target is. In addition, extra successes on the attack roll are converted to automatic successes in the damage roll up to a limit of the number of range bands away from the anchor point the target is.

        Using Jolting Backlash ends Impulse Anchor on the target, and prevents them from being targeted by Impulse Anchor again for the rest of combat.


        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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        • #49
          I don't have strong mechanical acumen, just a bunch of Artifact ideas.

          Brazen Knife (Red Jade Artifact Dagger): Smelted from a dragon's sigh, red jade, and ash, any attempt to coax fire from Brazen Knife results in great billowing smoke instead. Brazen Knife has historically been ill-used, it's not considered fierce enough for most warriors and its powers are not conducive to traditional stealth for assassins and bandits. Brazen Knife longs for a wielder like itself, more lucky than skilled and yet capable of a crude cunning. Example abilities include hardening smoke dust to create cover or quickly transporting its wielder to other areas clouded in smoke.

          Muscle Star (Soulsteel Heavy Ball and Chain): In the Underworld is the Behemoth known as The Beast That is a Temple to Itself. Long considered dead, it's body still struggles for life. From its self-perfecting sinews was forged the Muscle Star. Muscle Star favors the fit and clean, people who rarely know poison, illness, or drugs. The dense muscle core in the weighted end of Muscle Star flexes with enough power to actually draw in surrounding objects, among other powers. Muscle Star is a tricky weapon to wield, it yearns to grow back into its progenitor form and will consume its wielders

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          • #50
            The sun themed shield feedback:

            Looked over it and found a potential problem in the last evocation. Reducing other exalts animas is a bit powerful over that range, given that there seems to be a trend in using animas to power a bunch of different powers. Snuffing out light sources is a cool side-effect of the charm, but the animas part might be a bit unnecessary to include in such a charm.

            Comment


            • #51
              Originally posted by Volivat View Post
              The sun themed shield feedback:

              Looked over it and found a potential problem in the last evocation. Reducing other exalts animas is a bit powerful over that range, given that there seems to be a trend in using animas to power a bunch of different powers. Snuffing out light sources is a cool side-effect of the charm, but the animas part might be a bit unnecessary to include in such a charm.
              Truth. I had intended for it to be a visual effect only, but it does not read that way. I would revise that to be visual only and just for a moment rather than mechanically actually lower. Thank you!


              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


              • #52
                The Tiger's capstone charm allows you to lower the opponent's anima banner, though you have to damage them with a Decisive attack.
                Last edited by Jen; 02-22-2016, 12:35 AM.


                The no.1 fan of Demetheus. I also draw Exalted things and is looking for commission works ~

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                • #53
                  OK, I caved and I wrote a daiklave. I've always been inspired by the Hattori Hanzo sword from Kill Bill, where he says "If this sword crosses God, it will cut him." So I said, what if someone forged a weapon that could cut anything? I struggled a bit with the evocations, because almost every one turned into "hit/kill better" which is design space I actually dislike a lot. I tried to flavor it up a bit, and it all comes together in the end.

                  I figured this one needed to be super powerful to have any effect at all, so it's a 5. Also, I tried something different, explicitly stating that any exalt can gain some degree of evocations out of this sword, and pointing out where the stopping point is. I'm least happy with my opening evocation, but it does work well with the later evocations down the line.

                  Hundred-Forged Conclusion (Orichalcum/Soulsteel Reaper Daiklave *****)

                  When Red Strife Artificer exalted, she claimed she would one day be the greatest smith in Creation. When her weapons brought about peace and order in a turbulent time, she claimed the need for her skill would someday pass. When she met her future wife, she swore to never forge another weapon again. When the ancient nephwrack Malevath devoured her wife’s soul, Red Strife Artificer broke her promise and returned to her forge.

                  For 10 long years, Red Strife Artificer made blade after blade, always unsatisfied with its result. The daiklave must be powerful enough to stop death itself, and so its foundation was orichalcum. However, her work was cut short when Malevath slew the exalt in her sleep. Inhabiting her corpse, Malevath saw potential in the unfinished blade and sought tutelage from her Deathlord master, Cascading Waves of Ire. Together, the two added soulsteel to the weapon to give it the slaying power of death itself.

                  After years of tutelage, while working on the weapon in Red Strife Artificer’s forge, Malevath was ambushed by a Wyld Hunt from the Realm, who destroyed the terrible nephwrack. Steady Granite brought the unfinished weapon back to the Blessed Isle and spent years studying the blade. After finally understanding the blades ambitious intent, Steady Granite continued work on the blade. A masterpiece to begin with, the Dragon-Blood brought stability by adding white jade to the grip of the sword. The effort of contributing to such a potent artifact cost her the best years of her life.

                  Eventually, the blade was passed on to her apprentice, who lacked the innate brilliance to add to such an intense weapon, an artifact which had begun to impress its need to be complete and to kill upon whoever touched it. Thinking it finished enough, the young apprentice brought it with him on his first battle, which was sadly his last. The anathema Ivory Hooves slew the young Dragon-Blood and took up the weapon, immediately recognizing its incomplete nature. Retreating to her home, she worked the weapon further. She saw a hunger in the weapon’s desires and added green jade filigree along the length of the blade to sate it.

                  Finally, she gave the weapon to her mate, a twilight who turned out to be the reincarnation of Red Strife Artificer herself. He remembered the daiklave’s origin and marveled at how it had evolved since its inception. He spent 2 more years finishing the blade, tempering it in the fires of sorcerous essence and aligning the differing aspects of the blade with its perfect killing intent. In honor of the numerous contributions to the daiklaves creation, he dubbed it Hundred-Forged Conclusion.

                  The reaper daiklave Hundred-Forged Conclusion is narrow and slightly curved, with both orichalcum and soulsteel amalgamated into the blade. It has 2 hearthstone sockets, one on the pommel, and one in the blade itself. It is a marvelous creation in that it can be attuned by any exalt to varying degrees, and it enhances the wielder’s inner desire for violence.

                  Evocations of Hundred-Forged Conclusion

                  An exalt who attunes to Hundred-Forged Conclusion gains +1 die on all join battle rolls. This reaper daiklave will only open itself to an exalt that dedicates a large portion of their life to killing, dueling, or physical combat in general. If they do not have at least a Minor positive intimacy towards violence in some form, the blade is silent and the evocations of Hundred-Forged Conclusion remain locked to them. Those who do maintain such an intimacy feel the blade’s internal need for bloodshed. It is not a joyous desire, but one of solemn duty and purpose. It is a weapon of war and simply put, the daiklave must kill. If the blade goes an entire story without shedding the blood of a worthy foe, it will lock its evocations to the user, refunding the experience. Lost evocations must be relearned. If it goes two stories in a row, Hundred-Forged Conclusion will de-attune itself to the exalt until they slay a worthy foe in fair combat in the blade’s presence.

                  For the purposes of evocations for Hundred-Forged Conclusion, the value associated with Intimacy towards violence, combat, or killing is 1 for Minor, 2 for Major, and 3 for Defining.

                  Dutiful Denouement
                  Cost: 5m Mins: Essence 1
                  Type: Simple
                  Keywords: Decisive-Only
                  Duration: Instant
                  Prerequisites: None

                  The reaper daiklave is a tool of combat and Hundred-Forged Conclusion excels at it. More than that, the sword basks in its wielder’s love for combat and channels it into a blow that strikes true. Slashing at their foe and activating Dutiful Denouement creates a Decisive attack, taking the exalt’s Intimacy towards violence and enhancing the strike. If damage is dealt by the attack, add an additional -1 wound penalty for a number of the target's turns equal to (Intimacy's strength). The damage that caused the penalty is considered Aggravated for the purposes of healing effects until the required turns have passed.

                  When the wielder slays a non-trivial foe with Dutiful Denouement, they gain motes equal to (Intimacy’s strength) of their love for battle.

                  Special Activation Rules: Dutiful Denouement is learned automatically the first time the exalt slays a worthy foe in open combat with Hundred-Forged Conclusion

                  A Worthy Death
                  Cost: 4m Mins: Essence 2
                  Type: Supplemental
                  Keywords: Decisive-Only
                  Duration: Instant
                  Prerequisites: Dutiful Denouement

                  Hundred-Forged Conclusion is a tool of death, and it will abide no other purpose. The reaper daiklave exults in the slaying of a foe and hits harder. Decisive attacks enhanced by A Worthy Death gain add up to (Intimacy’s strength) threshold successes from the attack roll in dice to their damage pool.

                  Hundred-Forged Conclusion rewards its wielder for fulfilling its nature. If this evocation enhances Dutiful Denouement and the attack kills a non-trivial foe, add (Intimacy’s strength) to the exalt’s initiative upon returning to base.

                  To Cut A God
                  Cost: 4m Mins: Essence 3
                  Type: Supplemental
                  Keywords: Dual
                  Duration: Instant
                  Prerequisites: A Worthy Death

                  The blade is a tool of unstoppable power, and not even the might of the gods can stop it. Should the exalt wielding Hundred-Forged Conclusion cross a god in his travels, this blade will cut it. Clash attacks supplemented by To Cut A God gain (Intimacy’s strength) bonus dice. Magic effects from the target that inflict penalties upon the exalt’s attacks are negated up to (Intimacy’s strength) points. Finally, this evocation allows the attack to hit dematerialized spirits, although it does not confer the ability to see them.

                  If used to enhance Dutiful Denouement, the attack ignores (Intimacy’s strength) Hardness to determine if the attack deals damage.

                  Cancel The Prophecy
                  Cost: 4m Mins: Essence 3
                  Type: Supplemental
                  Keywords: Dual
                  Duration: Instant
                  Prerequisites: To Cut A God

                  Hundred-Forged Conclusion is a tool of magic, crafted from a variety of magical materials. It resonates with the natural energies of the Creation as well as those of the gods. On its path to battle eternally, the daiklave will cut through all obstacles, no matter their source. Successful Withering attacks enhanced with Cancel the Prophecy that target foes who have gathered sorcerous motes will cut away (Intimacy’s strength) sorcerous motes from the sorcerer’s pool. Successful Decisive attacks will cut away (Intimacy’s strength x 2) sorcerous motes. Alternately, the exalt may choose to cut away the exalt’s own motes instead, starting with Peripheral essence and moving on to the Personal essence afterwards.

                  If Cancel The Prophecy is used to enhance Dutiful Denouement and the attack hits, the exalt may cancel 1 active non-permanent charm or evocation up to (Intimacy’s strength x 2) in mote cost.

                  Special Activation Rules:Only Solars, Abyssals, and Dragon-Blooded who attune to Hundred-Forged Conclusion can unlock further Evocations beyond Cancel The Prophecy.

                  Strength In Violence
                  Cost: -- Mins: Essence 4
                  Type: Permanent
                  Keywords: None
                  Duration: Permanent
                  Prerequisites: Cancel the Prophecy

                  The exalt knows that the daiklave is a tool of a warrior, one who dedicates their life to war. Hundred-Forged Conclusion will only bond with one who has similarly dedicated their life, but such a bond strengthens both wielder and blade. Learning Strength In Violence permanently upgrades the bonuses from the exalt’s Intimacy for violence to 2 for Minor, 3 for Major, and 4 for Defining.

                  Everything Dies
                  Cost: (+5m, 1wp) Mins: Essence 5
                  Type: Permanent
                  Keywords: None
                  Duration: Permanent
                  Prerequisites: Strength in Violence

                  Hundred-Forged Conclusion was designed as a tool with one purpose, to kill anything. The exalt who forges the ultimate bond with this daiklave can unlock its most fearsome and uncanny evocation, channeling its ultimate power into a single strike. Everything Dies is an upgrade to Dutiful Denouement making the attack unblockable and undodgeable without the use of magic. This evocation can only be used once per combat.

                  If every evocation of hundred-Forged Conclusion is used with Everything Dies in a single Decisive strike, and the exalt holds a Defining intimacy towards violence, the attack deals Incalculable Damage unto its foe, ensuring their demise. This final effect can only be used once per story.
                  Last edited by The Unsung Hero; 02-22-2016, 04:13 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


                  • #54
                    Here are some non-weapon artifacts inspired largely by "hm, what would I create with Words-as-Workshop Method"* and a desire not to repeat previously printed stuff. Some of these have the potential for evocations but I'm not going to actually brew those up.

                    *although not all of them are actually appropriate for it

                    Two dots

                    Eager Mallet
                    A pure moonsilver tool that can transform into any handheld tool that acts through the application of great force or leverage (e.g. crowbar, wrench, axe). It leaps to the task, requiring little strength but very precise control. Allows the user to use Dexterity in any Craft or Larceny roll that would otherwise require Strength. At storyteller discretion can be used for other matching abilities, e.g. a Survival roll to fell a tree. Cannot be used in combat as all of the wielder’s control is already being devoted to simply directing it, with none remaining for precise accuracy. (Alternately, can be used in combat only with a stunt, and uses the stats of a mundane improvised weapon.)

                    Story-Spinning Loom
                    The frame of this loom is constructed of elinvar wood harvested from trees grown in the crater of a fallen star, and its reed is made of starmetal. The frame is nonstandard and at certain places contains four or more beams at mutual right angles. When used to weave a tapestry, the weaver can weave and re-weave it over and over until it contains an entire animated scene or story. People observing the resulting tapestry see its threads shift and vary to animate the woven scene. (Possibly 3 dots instead.)

                    Synesthetic Rod
                    This thin rod of crystal glass contains a line of mercury alloyed with trace amounts of moonsilver. When vibrating, it shimmers with color; exposed to music, this produces an interesting if generally useless visual accompaniment. However, when a mote of essence is fed into it its operation reverses, and it converts the light exposed to it back into sound. Paired with a device capable of trapping or recording the light generated, it could be used to record and replay sounds or music. Capped with electrum, it has a tendency to produce sparks alongside the colors (some scholars have speculated this could be useful in some way, but the suggestion is generally ridiculed).

                    Airbrush
                    The bristles of this paintbrush are taken from animals born in Air-aspected demesnes or that live in burrows near deposits of blue jade. When twisted in just the right way as it is stroked through space, its paint is suspended in the air. While some adventurous artists have attempted to use this to produce novel paintings, this has rarely been successful due to the fragility of the result and the difficulty in transporting it. Instead, it primarily finds use in carpentry and construction as an outlining tool. For any applicable major or superior project, this eliminates the cost to create a crafting slot, although superior project slots still require fusing.

                    Spirit Whistle
                    Each spirit whistle is attuned to a particular type of spirit that can dematerialize (such as a god, demon, or ghost). Its sound is deeply unpleasant to dematerialized spirits, and they have a Major Intimacy of dislike for it. Blowing the whistle can be used to attempt to convince them to leave or materialize… but can also lead to them attacking the user.

                    Three dots

                    Cauldron of Ideal Forms
                    A mundane container full of a magical liquid into which the user can deposit ideas from his mind. These ideas are then lost to him and cannot be recalled by any means except recovering them from the liquid. (Even if the user has written the idea down beforehand, if he rereads his notes he will find his eyes glazing over.) While they are there the user (or any other person who uses the cauldron) can visualize the ideas in the liquid’s silvery surface, where they appear perfected. While visualizing them in this way the user can continue to modify the idea and see the changes reflected.

                    If the Cauldron is used to design a superior or legendary project or a sorcerous working, it grants one additional terminus. If used with Wyld-Shaping Technique, the Lawgiver starts one phase advanced. In any case, regardless of success or failure, the idea of the thing designed is consumed and the user can never again make another.

                    If the liquid is dumped out of the Cauldron the ideas escape, seeking their original owners. Each owner may make a Wits+Integrity roll, difficulty 3 (4 if the owner is not present, 5 if the owner is in another Direction, 6 if the owner is on another plane of existence), to recover his ideas. Ideas that have been modified by multiple people come apart, with only fragments being received by each person.

                    Four dots

                    Soul-Speech Lamp
                    This lamp is made of pure orichalcum. When filled with oil that has been used to grease a mechanical contraption, to clean a sword, or for some other maintenance task, its light allows communication with an artifact made out of the magical materials. Under this light messages scribed onto the artifact in ink will burn off, to be replaced by a response in glowing golden letters.

                    Artifacts spoken to with this lamp will communicate only in the language and terminology of their creators; communication with First Age artifacts requires an (Intelligence + Lore) roll at a difficulty of 5 + the artifact’s rating (8-10 for N/A). If successful, communication reduces the difficulty of repair rolls by 2.

                    Five dots

                    Metacreation Workshop
                    A metacreation workshop harnesses the power of the Wyld to allow Exalted artisans to apply their skills to wholly inappropriate crafts. Each is of unique design, incorporates several of the magical materials (especially starmetal), and at its core must contain a bound-but-living raksha.

                    Each metacreation workshop is associated with a pair Craft subskills, and allows the artisan to use her skill with the first to produce works of the latter. For example, one workshop may let her weave a sword; another could let her forge a cake. For every two motes she commits to the workshop, she may use one dot of the input skill in producing a work of the output skill. This pair of skills cannot be changed after the creation of the workshop.

                    Comment


                    • #55
                      Dutiful Denouement
                      Cost: 5m Mins: Essence 1
                      Type: Simple
                      Keywords: Decisive-Only
                      Duration: Instant
                      Prerequisites: None

                      The reaper daiklave is a tool of combat and Hundred-Forged Conclusion excels at it. More than that, the sword basks in its wielder’s love for combat and channels it into a blow that strikes true. Slashing at their foe and activating Dutiful Denouement creates a Decisive attack, taking the exalt’s Intimacy towards violence and adding (Intimacy’s strength) in dice to the attack roll.

                      When the wielder slays a non-trivial foe with Dutiful Denouement, they gain motes equal to (Intimacy’s strength) of their love for battle.

                      Special Activation Rules: Dutiful Denouement is learned automatically the first time the exalt slays a worthy foe in open combat with Hundred-Forged Conclusion
                      I would reconsider the bonus you have selected for this charm, it is essentially 1-4 dice with an excellency for the cost of 5 motes plus the initiative. I know its hard coming up with interesting features of "kills better" for an artifact that does not amount to more dice.

                      However, Dragon bloods do have access to it so they do potentially benefit from it... Might be worth keeping for them

                      Comment


                      • #56
                        Originally posted by Volivat View Post
                        I would reconsider the bonus you have selected for this charm, it is essentially 1-4 dice with an excellency for the cost of 5 motes plus the initiative. I know its hard coming up with interesting features of "kills better" for an artifact that does not amount to more dice.

                        However, Dragon bloods do have access to it so they do potentially benefit from it... Might be worth keeping for them
                        Thanks, I'll keep looking at it. It's my least favorite of all the evocations, which sucks because it's the one everything else builds upon. But you are totally right. Perhaps to justify it's cost, it just needs an added minor effect to the baseline. I'll post here if I come up with something to update it with.


                        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


                        • #57
                          Originally posted by Volivat View Post
                          I would reconsider the bonus you have selected for this charm...
                          I came up with a more interesting effect of inflicting a minor added wound penalty that lasts for (Intimacy's strength) turns. It's more interesting, but hardly game breaking, at least I think. I eliminated the bonus dice.


                          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


                          • #58
                            Dutiful Denouement
                            Cost: 5m Mins: Essence 1
                            I like the change However, I would adjust the charm down in motes 1-2 and add that to the final charm instead, though it already clocks in at 22 motes for the full effect.

                            Also, you should grab those links Minton posted in the topic for naming charms and add it to your guideline for making artifacts, that would really compliment that post of yours




                            My N/A short daiklaive is coming along. Working on getting 10 evocations for it, I am at 7 decent/good/solid ideas for effects. Gonna steal some of your ideas on the last artifact for maybe having a necessary tie to get it working or do like that demon girl, it gives or boosts a tie with use of some of the big evocations for it.

                            The theme I am building it around is Divine Destruction (Possible name for the artifact is Divine Annihilation or Divine Retribution)

                            So far I have these effects: (got a few other bread and butter evocations that do smaller effects, more raw damage dice, ability to do smash attacks (sword gathers energy and explodes on impact) and so on)

                            Evocation that starts a storm that builds around the bearer, which increases in strength with each counter, these are generated by successful attack (withering and decisive) and crashing/causing rout checks.

                            Calling down a shooting star (cost counters in addition to regular costs)
                            Causing a firestorm out to close range from bearer (bonfire environmental check)
                            Capstone attack that lets the sword send an energized cut (sword beam) This is the inspiration for it https://www.youtube.com/watch?v=ah24Tz4J53w

                            Want to build in this effect: https://youtu.be/fis-9Zqu2Ro?t=2m24s

                            If people have ideas for the theme divine destruction do tell, i am all ears
                            Last edited by Volivat; 02-23-2016, 02:00 PM.

                            Comment


                            • #59
                              Originally posted by Volivat View Post

                              I like the change However, I would adjust the charm down in motes 1-2 and add that to the final charm instead, though it already clocks in at 22 motes for the full effect.

                              Also, you should grab those links Minton posted in the topic for naming charms and add it to your guideline for making artifacts, that would really compliment that post of yours
                              Thanks man. I appreciate the advice, and I'll consider it. I'll definitely go add Minton's post to mine as well.

                              Originally posted by Volivat View Post
                              My N/A short daiklaive is coming along.
                              I don't have any immediate ideas, but I look forward to seeing it. I have no sense of appropriateness for N/A level artifacts so I won't touch them with a 5 foot pole. Also I would never give one of my players such a weapon, and if an NPC were using it, I'd just make up the numbers without rules anyways. But I'd be fascinated by your direction.


                              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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                              • #60
                                I will be playing as twilight and now that we have crafting rules for N/A stuff ill be sorely disappointed if id not be able to build one or three :P (shield, sword & armor ). But, I am trying to make it so that it is not a "I WIN" card you can pull up anytime you need to fight.

                                Rather a tool that allows you to do something that is "impossible" or highly unlikely to be achieved. Current draft of the capstone special power is that if an entity is killed by its attack, (hits incap) it is annihilated and erased from creation, body & soul is torn apart, never to return. So in theory a deathlord or incarnae that falls to that attack can pack his bags as his role in Ex3 has been cut.

                                Also I want the other players/npcs to stand slack-jawed after the capstone is used. Holy Shit should be the response after one is done describing the stunt and the effect of the capstone.

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