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  • Heartstone of Elegant Travel (Greater Lunar Heartstone)
    A First Age creation from one Lunar to his Full Moon friend/lover/brother (the rare scraps of history don't agree on the relationship), this soft, metallic stone was deliberatly grown to help Lunars with their shapeshifting when moonsilver is unavailable or impractical.

    The stone only works when socketed in an Artifact, typically in a weapon or heavy armor. The Artifact gains a limited ability to shapeshift. Its owner can awaken the following Evocation:

    Unburdening the Traveling Shoulders
    Cost: 10m, 1w, Min: Essence 2
    Type: Simple
    Duration: Instant
    The Artifact morphs into a light, easily portable piece of jewerly (chokers and bracers were common). Because of its speed, this power has two drawbacks to empower its abilities: First, the stone itself does not change - it must retain its original shape, usually as a precious stone on the jewelry. Second, the stone needs the light of Heavens to empower itself - it may not be covered or hidden by any means, or the Charm becomes unusable for 24 hours. Obviously, people aware of this stone's existence are extra careful about visible intricate jewelry with a strange silver stone.

    Commentary: this is basically Henshin/Moon Power Make Up/Power Morpher, the stone. It's meant to allow Artifacts something similar to Glorious Plate and the like. In order to avoid it being overpowered as all hell for Exalts without similar abilities, it has to be openly visible and easily recognisable, sharply reducing its stealth edge.

    Comment


    • A conversion and a smol idea I had.

      Lullaby Stone (Water Hearthstone ••)

      A pale blue, translucent oval stone that has a surface like that of water. This allows the holder unbridled sleep. They will not be bothered by terrain nor uncomfortable position nor bad dreams. The holder of this stone may very well fall asleep standing if they so wish it. The sleep is so calming and restful that many who have these stones claim they gain the strength to accomplish anything they wish from its sleep. Anyone who is attuned to and sleeps with this stone nearby them can fall asleep whenever and wherever they wish it, and recover an extra willpower from the rest. This is on top of what they regain from a full nights sleep, so long as they gain a full nights sleep. If the holder is woke forcefully from their sleep before a full nights rest has been garnered, they take a -1 penalty to all actions until an hour has passed.

      Surging Insight Stone (Air Hearthstone ••)

      A triangular stone with flecks of crackling blue lines within it, the stone offers brief, but potent surges of power. In battle the stone can grant the attuned user an instant, but slight image of their opponents next move, or a burst of power with which to gain the upper hand. If the user is crashed, the stone can be reflexively used to grant the holder 2 initiative if it would prevent them from being crashed. Alternatively, the user can absorb the power held in the stone for a surge of 3 motes, which must be used instantly on either offensive or defensive charms. The stone cannot be used again until it is either recharged at its manse, or absorbs a bolt of lightning, which can be done in a storm. A bolt will always strike it if it is lacking power in a scene where it is raining and the wielder wishes it so.
      Last edited by Momoyo is Best Girl; 07-26-2017, 11:26 PM. Reason: Lullaby stone was not up to date.


      I make martial arts sometimes they're in my Scroll of Mixed Martial Arts.
      I also made an entire 3rd circle and her soul structure.
      My repository of random media rip offs, from Anime to book series. Mostly Anime. It's all in my Manuscript of Merry Mischief.
      Total weeb.

      Comment


      • Originally posted by The Unsung Hero View Post
        This thread continues to be a joy to read. Keep it up everyone!

        I'd like to issue a challenge. Some of you have done this, others haven't. But I challenge you all to make Artifacts that have innate, by-the-rules drawbacks, without removing them in the magic of the Artifact.

        Examples include:
        -Make Throwing weapons that don't return to you.
        -Make armor with mobility penalty that you don't get to reduce
        -Make armor that doesn't magically count as not-armor for martial arts
        -Make weapons with tags that don't let you ignore the cost, difficulty, or limitations of those tags (like Smashing)
        -Make Heavy Weapons that keep that -1 Defense penalty
        Accepted, Let's party

        Grundark The Impaler
        Artifact(3)(SoulSteel) Heavy Javelin : Damage(+14), Overwhelming(5), Attunment(5), Tags : Lethal, Thrown(Long)
        Abyssal Attunment Bonus(+2m) Ignore Aim requierment for medium+ ranges, Also change tag Thrown to (Extreme)

        Exocation : Blood Seeks Blood
        Cost : 6m
        Type : Simple
        PreRequisits : Essence 2 : None
        Through the use of this evocation the thower attempts a grapple gambit with +(Willpower+thrown)+Essence Non-Charm successes.
        On a success it peirces the target and impales him on a wall or other feature of the scene and inflicts 2Ahl of the health track of the target

        Evocation : Soul Seeks Soul
        Cost : +2m,1w
        Type : Reflexive
        PreRequisits : Essence 4 : Blood Seeks Blood
        Suplementing it's prerequisit this can pin and hold targets that can dematerialize preventing even they're escape.

        =====-----

        Unbending Majesty
        Artifact(3)(Green & White Jade) Heavy Armor : Soak(+11), Hardness(10), Mobility(-2), Attunement(6m)
        Dragon blooded Attunement bonus(+1m) Gains a special Mote pool (counts as peripheral) that can store up to (willpower+Essence) motes

        Evocation : Unbending Knee
        Cost : 2m
        Type : Reflexive
        PreRequisits : Essence 1 : None
        Activating this evocation increases the difficulty of Gambits & social Influences targeting the wearer by it's mobility penalty as the wearer is unmoved.

        Evocation : Wololo
        Cost : 4m,1w
        Type : Suplemental
        PreRequisits : Essence 2 : 1 Positive Intimacy for a cause at Defining level : Unbending Knee
        Demonstrating Unwavering resolve for her (currently relevant cause) the wearer can cause minor enemies to abandon their own and take up her`s.
        This creates a social attack to lower an intimacy to an opposing cause, should it remove the intimacy all together the targets gain a minor intimacy to the wearer`s cause.

        Evocation : Competitive Magical Material
        Cost : 2m
        Type : Reflexive
        PreRequisits : Essence 3 : Wololo
        The rigidity of magical materials compared to the ambiant world is resolute.
        any attack that would inflict damage via scenery, such as throws, falls or being catapulted through a wall have ther damage negated at the cost of 2m per health level.

        =====-----

        Kuyosaro The Destroyer
        Artifact(4)(Orihalcum & Black Jade) Greater Grand GrimCleaver : Accuracy(+1), Damage(+14), Defence(-1), Overwhelming(5), Atunment(5m), Tags : Lethal, Melee, Balanced, Chopping, Reaching, Two handed
        When fully atuned by a dragon blooded or solar exalted the massive Ax increases in weight and it's orihalcum edge grows white hots and bleeds molten gold (Mandatory Merit Resources(3)) cauterizing wounds and making surgeries much more difficult.
        Solar or Dragon blooded Atunment bonus(+3m) Accuracy(+1) Damage(+6), Overwhelming(+1), Defence(-1)

        Evocation : Impact Driver
        Cost : 3m
        Type : Supplemental
        Keys : Desisive-Only
        PreRequisits : Essence 1 : None
        Supplementing the power of a Successful lethal Full powered strike the ax gives a general dice penalty to all action of the target equal to it's own defence penalty for a number of rounds equal to the strength of the weilder.

        Evocation : Mass Driver
        Cost : 3m/Range band
        Type : Supplemental
        Keys : Desisive-Only
        PreRequisits : Essence 2 : Impact Driver
        As is the purview of Kuyosaro smacking things around leader to destroyed scenery and wounded opponents.
        Attacks supplemented with this charm propel opponents backwards a number of range bands. any impacts along the way calculates it's damage as if the target had fell the apropriate distance at the discretion of the ST this attack may or may-not be able to hit foes vertically

        Evocation : Meteor Driver
        Cost : 5m
        Type : Simple
        Keys : Desisive-Only
        Prerequisits : Essence 2 : Mass Driver
        Why send people to speed induced damage when you can bring it to them.
        Acheiving some glorious height and activating this charm generates a Dessisive attack using all of the weilder's initiative, adding (Willpower) and all the damage he would have taken from falling. after witch he reset's to base init.

        Comment


        • This is my first attempt at writing evocations so any feedback and suggestions would be much appreciated.

          I still havn't decided to the number of dots the artifact is worth. It is a light artifact melee weapon with thrown (short) and chopping tags.

          Searing Ire (Red Jade Hatchet)

          This red jade hatchet is rumored to have been a favored weapon of Queen Bendaris herself, though its origin likely stretches back even further. It have appeared and disappeared on numerous occasion throughout Linowan history at seems to be tied intrinsically to the history of the Linowan people.

          Evocations of Searing Ire

          Any Linowan who observes a Solar or Dragon-Blooded attuned to Searing Ire is treated as having a Minor Tie of respect towards the wielder while in her presence.

          Wrathful Strike
          Cost: 2m Mins: Essence 1
          Type: Supplemental
          Keywords: Withering-only
          Duration: Instant
          Prerequisites: None
          Searing Ire gather strength from the wielders hate towards her foe. On a successful withering attack with Searing Ire, the wielder adds the value of her highest tie of hate toward her foe to the raw damage of the attack.

          Triumphant Warrior’s Focus
          Cost: 1m per initiative, 1wp Mins: Essence 2
          Type: Reflexive
          Keywords: None
          Duration: Instant
          Prerequisites: Wrathful Strike
          If the wielder successfully deal damage to a significant opponent with a decisive attack using Searing Ire, she may activate this charm after resetting her initiative to gain one initiative for each health level of damage caused.

          Furious Commander’s Exhortation
          Cost: 2m or 3m Mins: Essence 1
          Type: Supplemental
          Keywords: None
          Duration: Instant
          Prerequisites: None
          The wielders commands are bolstered by the fury within Searing Ire, while she is leading from the front. This allow her to double 9’s (or double 8’s if the Battle Group consists primarily of Linowans) on a command action. In addition, if the Battle Group has a tie of hate towards the enemy she may pay an additional mote to gains bonus dice on the command action equal to its value. This evocation cannot supplement orders to withdraw or refrain for battle, but it can be used to rally or rally for numbers.

          Frenzy Inducing Roar
          Cost: 4m, 1wp Mins: Essence 2
          Type: Simple
          Keywords: None
          Duration: One scene
          Prerequisites: Furious Commander’s Exhortation
          By brandishing Searing Ire and unleash a terrifying battle cry the wielder fills her warrior's hearts with uncontrolled rage. When she is leading a Battle Group with a Size equal or lower than her Essence from the front she may roll (Charisma + War) against their Resolve. The Resolve of the Battle Group is modified by any intimacy of hate they might have against their opponents as if it was social influence. In addition, Battle Groups made of primarily of Linowans reduce their Resolve by one against this roll. If successful the Battle Group enters a frenzy giving them Perfect Morale (EX3: 210).
          Command actions directed at the Battle Group for the duration of this charm suffers a -3 penalty. If the commands in question requires the Battle Group to show retrain, use defensive tactics or retreat increase this penalty to -5. In addition, the Battle Group will attempt to slaughter any Battle Group they dissolve before moving on to a new target unless successfully ordered not to (EX3: 211).

          Paragon of Righteous Hate
          Cost: - (5m, 1wp) Mins: Essence 3
          Type: Permanent
          Keywords: None
          Duration: Permanent
          Prerequisites: Triumphant Warrior’s Focus, Frenzy Inducing Roar
          While commanding a Battle Group from the front the Battle Group count as having any tie of hate that the wielder has at the same level of intensity for Searing Ire’s evocations. In addition, once per session the wielder may reflexively pay 5m and 1wp to gain a Minor Tie of hate towards a foe she is currently in battle against. This can also be used to increase the level of intensity of an intimacy of hate. The intimacy can be towards a specific person or against a group of people.
          Last edited by Mordekain; 08-11-2017, 09:42 AM.

          Comment


          • Hello everyone, I just joined the forum because I figured this would be a good place to get advice for the Exalted 3e game that I'm running. Which the first thing I need to do is check if this artifact is a balanced one for it's evocation's cost,Artifact rating,etc.. More over I actually thought I had this done earlier, but I found that many don't like adding new resources for evocations so I had to rewrite how it worked. So without further ado.

            ====History====
            *To be done after the mechanics are*

            Twin Bolts (Blue Jade (Paired) Diaklaves Artifact ****)

            Evocations of Twin Bolts
            The Twin Bolts have the power to store the power linked between motion and lightning. Whenever the user of Reserved Bolt makes either a successful combat movement action,successfully defends, or a successful attack action the welder may pay two motes to gains a temporary willpower point that lasts for the rest of the scene. These willpower points can only be used to enhance a combat action or pay for Twin Bolt evocations. Also the wielder may supplement a move, disengage, or rush action by spending a point of willpower to gain (Essence) non-charm dice.


            Surging Strike
            Cost: 2m Mins: Essence 1
            Type: Reflexive
            Keywords: Dual,Resonant
            Duration: Instant
            Prerequisites: None

            As you refine the attunement to the Twin Bolts, one feels the energy build up even across their body and essence, as Twin Bolts surges with momentum upon striking it's target the wielder may use this extra power to further drive the blade into it's victim.

            When making a withering attack if you roll enough successes to meet the opponents defense value the wielder may spend 2m the user gains (Essence) non-charm dice to roll for the attack. Potentially adding more raw damage to the attack. If it is a decisive attack the user may instead add one dice of raw damage on the damage roll.

            Resonant: The Duration is instead "Until the end of the action" meaning this charm applies for each time the user beats the opponents defense value they may choose to perform this action. Such things can come about through multiple attack charms or effects like double attack from Steel Devil Style.

            Released Storm Barrage
            Cost: 5m,1wp Mins: Essence 1
            Type: Supplemental
            Keywords: Withering-Only,Resonant
            Duration: Instant
            Prerequisites: Surging Strike

            The Wielder of the Twin Bolts upon preparing their strike can use the power of lightning to charge their essence to such a degree that the world begins to slow to a crawl to their eyes. The weilder eyes glow a blue with a small trail of lightning emitting from his/her eye even while his/her form blurs in movement when the basic form of this evocation is used.

            By using this evocation the weilder can double 9's for his attack roll.

            Resonant: The user may add one willpower to the cost to make the attack roll double 8's or 2 willpower in order double 7's instead.

            Foe Trapping Onslaught
            Cost: 5m, 1wp Mins: Essence 2
            Type: Reflexive
            Keywords: Uniform, Resonant
            Duration: Instant
            Prerequisites: Surging Strike

            The wielder of Twin Bolts holds a power that can shift the users entire momentum or even their position. When the enemies defends against such an assault it is as if they can choose where their attacks come from with no rhyme or reason.

            Upon making an attack roll, but before the results of the roll are declared the wielder of this evocation can pay five motes and one willpower to re-roll the attack roll. If the wielder wishes he may spend an additional willpower point to keep (Essense) rolled dice the same result for the re-roll. This evocation can only be used once per attack.

            Resonant: Foe Trapping Onslaught keeps whatever onslaught penalty that the original roll created. As if it was a completed attack action.

            The Steel Sails, The Lightning Strikes
            Cost: 5m Mins: Essence 2
            Type: Reflexive
            Keywords: Uniform,Resonant
            Duration: One Scene
            Prerequisites: Released Storm Barrage

            The speed of combat is always such that most must be always moving.They must be free of distractions as swords are blurs in the air that must be deflected on training and instinct to avoid a quick death from a single skilled opponent much less three. The power of the Twin Bolts trivializes such concerns as the movements of the entire area appears to slow down to the point where even the blades of the exalted appear to barely move through the air.

            When the user of Twin Bolts activates this evocation, they can use focus Twin Bolts power to their senses to augment their defenses. While this evocation is active they may spend a willpower in order to negate all penalties to defense that having the ability to move and think at extreme speeds would help in the matter ,most often used for the onslaught penalty, but not for penalties such as the penalty that comes from a poison.

            Resonant: When the user spends the willpower to negate penalties with this evocation they still benefit from the +1 defense that is normally granted.

            Thunder into Motion
            Cost: -(1wp) Mins: Essence 2
            Type: Permanent
            Keywords: Bridge
            Duration: Permanent
            Prerequisites: Released Storm Barrage,Double Attack Technique

            When the wielder of Reserved Bolt would be able to gain off-hand charge with a successful withering attack. The user may pay a willpower to double the amount of charge that they can gain from the attack.

            Bolt of Forewarning
            Cost: (-)1wp Mins: Essence 2
            Type: Permanent
            Keywords: Uniform,Perilous, Bridge
            Duration: Permanent
            Prerequisites: The Steel Sails, The Lightning Strikes,Naked Fang Draw

            What hope does one have to slay the wielder of the twin blades? For even when completely unaware of the hidden blade, there is always a split second between the blade touching the skin and piercing the skin and the user mind is easily fast enough to deflect a blade in that moment.

            When the wielder is attacked with an ambush attack if initiative has not been rolled yet then the wielder may enhance their join battle roll by paying a surcharge of one willpower, then the successes to join battle are non-charm successes and additionally if you roll a higher initiative then all enemies you gain Offhand Charge for each point of initiative higher then the fastest opponent.

            If initiative has already been rolled and you are ambushed (likely through magic), then the use may spend 5m if they do so the ambush attack is changed into a surprise attack.

            Long Step
            Cost:3m, 1wp per extra range band Mins: Essence 3
            Type: Simple
            Keywords: None
            Duration: Instant
            Prerequisites: Foe Trapping Onslaught

            Bracing themselves for the speed they are about to move. The lightning from the Twin Bolts begins to coil around the wielder before they disappear in a flash of light being already at their destination before the flash ends.

            Upon activating this charm, you make either a move, disengage, or rush action. But the destination of the action is one extra range band per willpower point spent if it is successful. So for example if one spends 2 willpower points the wielder would move three range bands instead of one.

            Ride the Lightning
            Cost:-(+5m):Mins: Essence 3
            Type: Permanent
            Keywords: None
            Duration: Permanent
            Prerequisites: Long Step

            By paying a surcharge of 5 motes when using the prerequisite evocation, the user may spend five motes to gain the ability to find traction and stability where ever they run during the action. Whether it is through an ocean's surface, up a mighty towers smoothed out walls, a perfectly slick ice floor, or even across the air. It also gives you (Essence) extra dice to the roll plus one non-charm success per extra range band moved.

            Thunder Lance
            Cost:-(+7m,1wp):Mins: Essence 4
            Type: Permanent
            Keywords: Dual
            Duration: Permanent
            Prerequisites: Long Step

            The user of the Twin Bolts is able to bring the weapon they bear into the forefront of their charge with force that could shatter a mountain. If the weilder pays an additional seven motes and a willpower then the prerequisite can target a singular character to rush towards or through.
            So long as one is able to make it to said character the user may make an attack action when and if they reach the target. If it is a withering attack then both the attack roll and damage gains (Essence) extra dice and a non-charm dice equal to the extra range bands added to the combat movement option.

            If it is a decisive attack then the attacker only gains charm-dice equal on the attack roll to the extra range band bought by the prerequisite charm, and adds one automatic success on the damage roll. Also if the attack inflict 3+ damage against the opponent then he is picked up by the blade and is slammed into the scenary when you stop your rush. The opponent is proned and takes fall damage equal to the distance the opponent was forced to travel.

            For both withering and decisive attack this evocation negates the usual penalty for flurrying. Both the rush and the attack.

            Fulmination Rampart
            Cost:5m,1wp Mins: Essence 4
            Type: Simple
            Keywords: Resonant
            Duration: One Scene
            Prerequisites: The Steel Sails, The Lightning Strikes

            Sheathing the twin blades of Reserved and Released Bolt. With a moment of concentration lightning begins to spark between the blades before they begin to vibrate. When the user unsheathes the blades they both glow with the light blue light of the lightning that constantly shots out between the blades. The blades seem to pull themselves to the blade that the wielder seeks to parry.

            When you activate this evocation the wielder raises his/her parry score by one for the rest of the scene. This bonus is not stackable and does not count as dice added to his/her defense value.

            Resonant: While this charm is in effect if the wielder makes a stunt that uses both of the blades block the same attack, then the wielder gains two temporary willpower points instead of one when he pays for the attunement power.

            Violence Charges the Air
            Cost:5m,1wp per extra attack Mins: Essence 5
            Type: Simple
            Keywords: Perilous,Resonant
            Duration: Instant
            Prerequisites: Long Step, Released Storm Barrage


            With an electric smell in the air, like a storm coming to pass, only a sudden and bright discharge warns of the coming violence. the wielder of the twin blade disappears with the flash their blade striking at each foe near and far with only the faint imprint of blue lightning of the wielders striking against each foe in air before it dissipates in an instant to tell who had made the strike.

            When the wielder of the Twin Bolts uses this evocation they may spend up to 4 willpower points to determine how many extra attacks the user will make. For each willpower spent the wielder may attack an additional opponent or battle group in range. Additionally for each willpower after the first willpower spent when paying for this evocation your effective melee range extends a range band. If the wielder were to four willpower points for this evocation they could attack a foe that is long range from them.

            At the end of the evocation the wielder returns to their original position.

            Resonant: The wielder of the Twin Bolts need ,with the exception of excellency, only spend for attack supplemental charms and evocations once in order to enhance each attack made by this charm.

            Becoming the Bolt
            Cost:5m, 5wp Mins: Essence 5
            Type: Simple
            Keywords: None
            Duration: One Scene
            Prerequisites: Thunder Lance, Ride the Lightning, Violence Charges the Air

            After gathering all the power that the blades can store within themselves the azure glow of both the blades begins to glow from even the users own essence. At this state the wielder is ready to activate the pinnacle of the twin blades of both the Reserved Bolt and Released Bolt. Sheathing both blades the wielder harmonizes his own essence and will with the essense's of both blades. Causing the azure glow to begin brightening nearly to the point of blinding onlookers before, in a flash, the wielder disappears from sight.

            The user of this evocation has not truly disappeared they have become part of the essence of the Twin Bolts. They move with the quickness of lightning itself as it flows through their own essence just as it moves through the blades.Granting the user a intimate understand of one of the primal elements of creation. The witnesses of this evocation will likely only see the user as a passing bolt of lightning briefly caught in their peripheral vision.

            This evocation cannot be purchased if you do not Resonant with Twin Bolts. Also this evocations willpower cost can only be payed by using temporary willpower points gained through Twin Bolts Attunement power.

            When the user first activates this evocation they gain a free activation of the Long Step evocation immediately.

            While this evocation is active you no longer need to spend two motes to activate Twin Bolt's attunement power.

            Along with all of these benefits the exalted enjoys reduced cost to the Long Step evocation by one mote, Ride the Lightning by two motes, and Thunder Lance willpower cost is waived and it's mote cost is reduced by two.

            Finally, while this charm is active the Long Step evocation's type becomes reflexive, that can only be activated during the users turn, The evocation is changed so that you only need to spend a willpower point to move four range band, otherwise you move only three range bands.
            Last edited by Chronos12; 02-21-2019, 11:20 AM.

            Comment


            • Any feedback would be great, thanks.

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              Mortality’s Helves (Moonsilver/Starmetal Alloy Hilts, Artifact 5)

              The fated blades of the Mortality’s Helves are a hidden work of beauty, created by a sidereal of the Age of Sorrows for his secret, personal use as his resplendent destinies walked the soil of Creation. No record exists of the blades, for much like their creator they are unwritten from the memories of those that encounter them. To all unattuned to the weapon, the paired hilts appear to be mundane blades in the last form the artifact took, and can be wielded as such. Those chosen by the weapon as suitable instruments of subtle destruction, however, come to a greater realization: a hilt does not need a physical blade to cut. Enlightenment and strength of will can force reality to accept an exalt’s construct. Despite the esoteric nature of these weapons, all who face them in battle will remember them as simple weapons of great craftsmanship, regarding their supernatural effects as perfectly normal events.


              Attunement: 5m
              Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4)
              Tags: Lethal, Martial Arts, Piercing
              Hearthstone Slots: None
              Era: Age of Sorrows

              Evocations of Mortality’s Helves
              Mortality’s Helves are weapons of incredible versatility and nuance. An exalt attuned to the them may reflexively pay three motes to shift the blades of the hilts from one form to another. If the wielder uses this power as part of an attack stunt, the attack gains one non-Charm die and one die of bonus damage as a Uniform effect. The Blades must be that of a Medium or Light Sword, and change their tags accordingly.

              Subtle Slice of Fate
              Cost: 3m Mins: Essence 1
              Type: Supplemental
              Keywords: Dual
              Duration: Instant
              Prerequisites: None
              As an initiate to the ways of the cut, the wielder of Mortality’s Helve quickly learns to analyze every angle and approach towards an enemy. This supplements a withering attack, adding a +2 accuracy bonus, or a decisive attack, adding +2 dice post-soak dice to the damage roll.

              10,000 Perfect Cuts
              Cost: 2m Mins: Essence 2
              Type: Supplemental
              Keywords: None
              Duration: One Scene
              Prerequisites: Subtle Slice of Fate
              Feats of Destruction with Martial Arts
              Any obstruction that places itself before the wielder of the fate blades shall know their sting. Use of this charm replaces the Strength+Athletics roll to Feats of Demolition/Destruction with a Dexterity (Strength?)+Martial Arts roll, which cannot be supplemented by athletics or attribute charms. The difficulty the exalt can attempt is defined by (EssenceX2).

              Blades Know No Form
              Cost: 1wp Mins: Essence 3
              Type: Simple
              Keywords: Perilous
              Duration: One Scene
              Prerequisites: 10,000 Perfect Cuts
              As the wielder comes to truly understand the art of swordplay, her horizons broaden, and she begins to perceive her opponents as more than physical, a manifestation of the Fate that binds them. But, “First you must split your own fate, before you split another.” With a heart wrenching kiai, the wielder splits her fate in two, and with her twin blades brings together two worlds, where she is master of a particular martial art. This knowledge and duality allows her to use two charms with the Form keyword simultaneously for (Essence) rounds. She may attempt to push beyond this boundary, but each round she does so results in a level of aggravated damage, as she is ripped between her two aspects. Additionally, as her efforts are centered within the blades themselves, she loses this benefit if disarmed.

              Hilt Leaps to Hand/A Blade Never Drawn
              Cost: 5m Mins: Essence 3
              Type: Simple
              Keywords: None
              Duration: One Scene
              Prerequisites: Blade Knows No Form
              For the fated blades, every moment is a battle, and the moments bleed together, so that the future is one with the present. Hilt Leaps to Hand allows the attuned exalt to reflexively clash a surprise attack.

              Ready When You Are/Slashing Through Pleasantries Approach
              Cost: 4m Mins: Essence 4
              Type: Simple
              Keywords: None
              Duration: One Scene
              Prerequisites: Hilt Leaps to Hand
              Join Battle charm
              For the fated blades, every moment is a battle, and the moments bleed together, so that the past is one with the present.
              Join battle charm. Forgot to finish.


              Scarification of the Spirit
              Cost: 1m, 1HL Mins: Essence 3
              Type: Simple
              Keywords: Aggravated, Stackable
              Duration: Indefinite
              Prerequisites: Blade Knows No Form
              “Further learning is required. Further sacrifice is needed.
              The wielder knows much about the art of the cut, but for now she only has her own soul to experiment with. She may activate this charm up to (Essence/2) times, dealing herself an aggravated damage with each activation that does not heal until the commitment is lifted, while conveying a noncharm bonus dice equal to the times of activation to all dice rolls made with Mortality’s Helves. (this would become too crazy with successes).

              Soul-Sculpturing Kata
              Cost: 6m Mins: Essence 4
              Type: Simple
              Keywords: Aggravated
              Duration: One Scene
              Prerequisites: Scarification of the Spirit

              Additionally, this attack may hit any one being or object (intentionally vague) which the wielder can perceive, regardless of immaterial status. This does not convey any bonuses to detect said beings, nor does it extend the range of the attack.

              Reality Rent in Twain
              Cost: 15m 1 wp Mins: Essence 5
              Type: Reflexive
              Keywords: None
              Duration: One Scene
              Prerequisites: Slashing through Pleasantries Approach, Soul-Sculpturing Kata
              This charm literally unwrites an opponent from a battle, returning to life all parties killed by him. It is difficult to manage, and I am experimenting with mechanics. Currently, after making a decisive attack that kills the target, the wielder makes a reflexive “gambit” with the excess successes from the kill, with difficulty set by the number of rounds ago the first victim of her target was killed. While this may be the only current mechanical effect, use of this charm may have vast impact on the story, as the work of the target throughout the fight undoes itself. He is considered to have been killed before he could strike.
              Last edited by thatxygirl; 08-19-2017, 11:03 PM.

              Comment


              • So I worked this up last night for a shirt my circle's Twilight is making for my Night Caste. It is all about keeping the wearer unbound and free. I don't have any history yet partly because I is brand new being made in game for my character and partly because I just wrote it up last night.

                Elusive (Black and Blue Jade with Orichalcum Silk Shirt) Artifact ****
                One Hearthstone socket as the top button


                Evocations
                Solars who are attuned to Elusive the armor imposes a -1 penalty to opponents opposed rolls to prevent the Exalted from disengaging from them.

                Flitting Leaf Technique
                Cost: 3m Minimums: Dodge 3, Essence 1
                Type: Reflexive
                Duration: Instant
                Prerequisites: None
                The Exalt slips away from his opponents as easily as a leaf flitting and flipping on the wind. When he successfully evades an attack the Exalt can activate this evocation to make a reflexive disengage action gaining (essence) bonus dice on the roll.

                Part Like Water
                Cost: 3m, 1WP Minimums: Dodge 4, Essence 1
                Type: Reflexive
                Duration: One Scene
                Prerequisites: None
                As the Exalt ebbs away with the same eventuality as the tide and in doing so himself becomes more like the water itself. After successfully disengaging from an opponent the Exalt may activate this charm to increase their evasion by 1 for the rest of the scene, this is a non-charm bonus. This charm may be stacked up to (½ essence roundup) times, additional uses of this charm don’t incur the will power cost.

                Flow through the Cracks
                Cost: -(3) Minimums: Dodge 5, Essence 2
                Type: Permanent
                Duration: Instant
                Prerequisites: Part Like Water
                The Exalts from has started flowing so much like water that he is able to slip away from his opponents sights as easily as water flowing through cracks in a damn. This charm upgrades the prerequisite charm so that after successfully disengaging from an opponent while under the effect of the prerequisite charm he may spend 3 motes and cancel Part Like Water, losing the evasion bonus, to make a reflexive Stealth attempt gaining a number of auto successes on the roll equal to the evasion bonus he lost for canceling Part Like Water.

                Seeping Through Fingers Technique
                Cost: 3m Minimums: Larceny 4, Essence 1
                Type: Reflexive
                Duration: Instant
                Prerequisite: None
                Trying to grab the Exalt is about as easy as trying to grab a hand full of water he just seems to constantly slip through your fingers. While making a control roll to resist being grappled he may use (Dexterity+Larceny) instead of (Strength+Brawl).

                Wind Can’t be Bound
                Cost: 5m Minimums: Larceny 3, Essence 1
                Type: Simple
                Duration: Instant
                Prerequisite: None
                Trying to bind the Exalt is like trying to tie up the wind, it just can’t be done. When the Exalt is bound or restrained in anyway but not grappled he may use this charm to simply slip out of any mundane binds as if they weren’t even there. If the bindings or retrainsants are magical in nature he can attempt a (Dexterity+Larceny) roll to escape them.

                The River Always Flows
                Cost: - Minimums: Larceny 4, Essence 2
                Type: Permanent
                Duration: Permanent
                Prerequisite: Seeping Through Fingers Technique
                Even when you think you have stopped the river it continues to surge and flow through even the smallest of cracks, so to is the movements of the exalted as he seeks freedom. This charm upgrades the prerequisite charm so that if he should fail the control roll and become grappled the grapplers control rounds are reduced by (½ essence roundup) rounds.
                Last edited by gfrobbin84; 09-06-2017, 01:28 AM.

                Comment


                • Restless Wind (Blue Jade Daiklaive ****)

                  The great weaponsmith Tenisra forged the Restless Wind in the reign of the Footsore Shogun from blue jade and steel mined from a storm-wracked mountain peak, whispering to it with every strike of the hammer of his secret love for the Shogun and his deep desire to join him on his endless wanderings; he presented the blade to the Shogun as a gift on the eve of battle against the forces of the Moon-Mad V'rdelel, and though neither said a thing both understood the message.

                  Centuries after the fall of the Shogunate, the blade found fame again in the hands of Tepet, gifted to him by his mother the Scarlet Empress upon his Exaltation. Restless Wind accompanied the Empress' son on numerous campaigns, his iron discipline allowing him to control the daiklaive's wild nature; as the personal weapon of the house's founder, Wind naturally became a symbol and priceless heirloom of House Tepet.

                  Tepet Arada was granted Restless Wind upon his attainment of the rank of Dragonlord in the Tepet 1st Legion, and carried the blade through many of his most famous triumphs -- the pacification of Medo, the defeat of the Anathema Jochim, the Battle of Nine Thunders Pass. Arada's inconstant and mercurial nature complements Restless Wind perfectly, which may not be entirely a good thing.


                  Composition: Primarily blue jadesteel, alloyed with steel from a storm-wracked peak; the hilt has a single moonsilver wire entwined with the leather, and a single stone stolen from the Footsore Shogun's favorite traveling boots is embedded in the pommel, concealed beneath the single hearthstone socket.

                  Attunement: Any character resonant with jade may pay 2 extra motes when attuning to Restless Wind to grant it the Piercing and Flexible tags, as a biting wind gathers around the sword, slicing through armor and making nimble bladework easier.


                  Evocations of Restless Wind:

                  Howling Gale Dominance
                  Cost: 6m,1wp Mins: Essence 2
                  Type: Simple
                  Keywords: Perilous, Uniform
                  Duration: Scene

                  The vanguard fell like potted trees in a storm; Arada barely noticed, his eyes locked on his nemesis.

                  This evocation grants Restless Wind the Smashing tag, and waives the Initiative cost to make Smashing attacks, though not the Defense penalty. Additionally, whenever the wielder knocks an opponent prone, they gain 1i.

                  Inexorable Oroshi Freedom
                  Cost: 6m,1wp Mins: Essence 3
                  Type: Simple
                  Keywords: Perilous
                  Duration: Scene

                  Jochim's soldiers stood fast, determined to bar the way to their master; the Tepet dragonlord paid them no heed, his stride only growing swifter.

                  For the remainder of the scene, the Exalt is immune to movement-impeding effects such as thick underbrush, difficult terrain, the movement cost to pass through battlegroups, etc., and enjoys double 9's on rush and disengage actions. Each time the Exalt successfully rushes or disengages, moves at least one range band vertically, or moves through a battlegroup or difficult terrain, she gains 1i.

                  Squall's Sudden Swiftness

                  Cost: 2m+,1i+,1a Mins: Essence 4
                  Type: Supplemental
                  Keywords: Perilous
                  Duration: Instant

                  With a sudden leap, soaring farther than any would have believed, he landed on the deck of the Anathema's skyship, scattering shocked soldiers.

                  This Evocation supplements a movement action, allowing the Exalt to move one extra range band per 2m,1i spent, to a maximum of [Essence/2] extra range bands. This movement may be vertical, but this Evocation provides no protection against falling damage.

                  Unchain the Restless Wind
                  Cost: 10m,1wp,(2i+) Mins: Essence 5
                  Type: Simple
                  Keywords: Perilous, Stackable
                  Duration: Scene

                  Shouting wordlessly, he crashed the daiklaive against the deck of the ship, and the captain's eyes widened in horror as the winds began to howl and shriek. Arada grinned. "No flying away this time, demon. Face me, once and for all."

                  This Evocation calls forth a terrible storm as detailed in the following table; the storm's base Intensity is equal to the strength of the wielder's strongest Intimacy relating to wanderlust or a sense of being without place, as determined by the ST; each additional point of Intensity costs 2i. Additionally, the Exalt gains a pool of [Intensity] dice for use over the course of the scene, which may be spent 1-for-1 to add post-soak damage dice on Withering attacks, or 3-for-1 to add to the raw damage of Decisive attacks.

                  Additional activations of Unchain the Restless Wind are discounted to 5m(2i+) and allow the wielder to increase the storm's Intensity by spending further Initiative, but do not add the Intimacy-based bonus again -- although if the wielder's Intimacy has gained or lost strength since the storm's creation, the difference is applied.

                  The storm affects all characters within [Intimacy Strength + 3] range bands of the wielder; it does not spare allies, but the wielder is immune to the storm's effects as long as they hold Restless Wind.
                  Intensity Storm Effects
                  0 Weak rain -1 penalty to sight-based checks and ranged attacks
                  1-3 Heavy rain -2 penalty to sight-based checks and ranged attacks
                  4-6 Pounding downpour -3 penalty to sight-based checks and ranged attacks; all ground is considered difficult terrain
                  7-9 Howling gale As above, and all aerial movement is made as if
                  10+ Hurricane As above, and flight of any description is impossible
                  Last edited by Kerredai; 09-08-2017, 02:09 AM.

                  Comment


                  • (PEACH)
                    Hello all, I just thought I would share this technically its more than an artifact as it also includes a sorcery initiation but I will put that part in a spoiler box for you all.
                    Secrets of Orabilis

                    This sorcerous initiation draws upon the ancient secrets that Orabilis has tried to conceal, taking his knowledge within yourself is the easy part, however surviving the experience and learning to shift his curses upon others is the difficult part.

                    Shaping Rituals:
                    Power from Black Secrets
                    Like Orabilis you draw power from forbidden knowledge, however unlike him your power grows the more his attention is diverted by others learning these dark secrets. Whenever you take a shape sorcery action while within medium range of a character who knows any of the dark secrets of Orabilis you gain additional sorcerous motes equal to the depth of their knowledge. This is calculated through their Lore skill on a 1 for 1 basis, however if they are afflicted by the Dark Secrets evocation this increases by 3, and by 5 if they have been exposed to the Blasphemous Secrets evocation. The sorcerer can not draw more than 10 motes from this shaping ritual per scene.

                    Punish the Seeker
                    When the sorcerer teaches a willing mortal, the dark secrets of Orabilis she may choose to immediately feed their soul to Orabilis by directing his attention to them. In return he provides further power of sorcery to this seeker. The extracted soul visibly burns in chains forged of your anima, as you see the ultimate punishment for those who seek forbidden knowledge without the wisdom to protect themselves. As a miscellaneous action, the sorcerer may roll (Essence + Willpower) and gaining that many sorcerous motes. She retains these motes until the end of the scene, and may spend them towards any spells she casts. Additionally, a bound soul may be reflexively expended in place of a point of Willpower when paying the cost of the sorcerer’s control spell. She cannot have more than (Essence + Occult) souls bound to her at one time.

                    The Black Book

                    The sorcerer draws power from ancient knowledge drawing it's power directly into him or her. Whenever she begins a scene near books she has yet to read, she gains 3 sorcerous motes, which last until the end of the scene and can be spent towards any spells he or she casts. Additionally, whenever she takes a shape sorcery action to shape a spell while within a library, she gains an additional sorcerous mote as long as the spell affects the sorcerer.

                    Merits:
                    Infernal Nobility (Merit •): Demons recognize the sorcerer as one who has avoided the wrath of Orabilis. First Circle demons are treated as having a Minor Tie of terrified awe towards her, while Second and Third Circle demons have a positive Minor Tie of respect, or some variation suited to their nature.
                    Demonic Tutor (Merit ••): One of the Black Tutors of this path appears in the sorcerer’s dreams, feeding her with fragments of the incinerated souls that Orabilis has punished. Once per story, the sorcerer’s player may declare that she is visited by a Tutor in a dream while sleeping. She does not recover Willpower from that sleep, but receives some significant benefit determined by the Storyteller such as tutelage in a new spell in a single night, double 9s on all shape sorcery spells for the next day, the service of a First Circle demon as an enslaved spirit, or something similar. She also wakes with a Minor Principle of “I take pleasure in sharing cursed knowledge,” or strengthens that Intimacy if she already possesses it.

                    Demonic Script Tattoos (Merit •••): The Black Tutors have marked the sorcerer, taking one or more of the destroyed souls and rendering it down into a midnight-black tattoo that contains the forbidden knowledge of Orabilis. The sorcerer may unlock the following Evocations from these tattoos, or manipulate or empower summoned demons, such as by turning them into the seekers of old.

                    Evocations:
                    Black Secrets
                    Cost: 3m; Mins: Essence 1
                    Type: Simple
                    Keywords: Decisive-only, Black Secrets
                    Duration: Scene
                    Prerequisites: None, (Free with purchase of the Demonic Script Tattoos)

                    This evocation is the first of those provided by the Demonic Script Tattoos, it allows you to target an enemy within the range of your voice, and pass onto them the blackest of secrets this spreads across across the ground like a black shadow before crawling up their skin revealing lines of text, it then sweeps over their eyes blinding them as these dark things demand to be read.

                    This works in one of two ways either as a Decisive Gambit, that ignores cover and uses an artifact thrown attack with the dice pool being Manipulation + Linguistics roll at up to medium range to curse your foe, or as a normal Decisive Attack at up to medium range. As a Gambit, if you hit or miss you spend 4 initiative, but do not reset your initiative as normal for a gambit.

                    Blinding Words (Difficulty 3): If you get 3 successes on the decisive damage roll your target is blind for the scene. This applies a -3 penalty to all actions requiring sight for the scene. This penalty will also draw the attention of any of Orabilis Seekers that are in the area, likely causing more harm to the unfortunate soul so cursed.
                    Words of the Damned: Instead of blinding someone with these secrets you may instead scar and burn their flesh with these secrets as they try to burrow within this new vessel.
                    Blasphemous Secrets
                    Cost: 5m; Mins: Essence 2
                    Type: Simple
                    Keywords: Blasphemous Secrets
                    Duration: Scene
                    Prerequisites: Black Secrets

                    This evocation is even more powerful than Dark Secrets allowing withering attacks and adding ½ of the speakers willpower to their decisive damage roll, and ignores hardness. If this attack kills a target the soul is immediately torn from their body and cast to the space between the shells of Malfeas where it will be burnt to ash providing the caster sorcery motes equal to their current initiative or the health levels they took in the attack whichever is higher.

                    Comment


                    • So my circle's Zenith just aquired a Sousteel Reinforced Breast-Plate via looting a Deathknight. And since he, the player, isn't overly comfortable writing up Evocations I volounteered to do so, since as a Craft Supernal Twilight I've got a bit more practice. According to our ST this armor is an artifact five with the name and theme 'A Mockery of Life in All Forms'. It's attunement bonus is that if you die while wearing it you instead awaken in the underworld naked as the day you where born. Now this right here tells me, first that this is at the high end of Artifact Five, second that our Storyteller had plans that this character's death would have upset, and third that this armor's effects are about making you blantantly undead.

                      So here is the first Evocations I've written, that I wanted to get some feedback on for balancing.

                      A Mockery of Life In All Forms

                      This deceptively plain set of armor, with the only ornamentation being the subtle face upon the breastplate, is actually one on the Silver Prince's favorite tools for acquiring new servants. The specifics of how it was made is known only to him, for the Ghostly Crafters who labored for a decade on it where themselves destroyed to fuel the identity that powers the armor. However whatever went into A Mockery of Life in All Forms must have been impressive indeed for the powers he grants his wearers are mighty. The meanest of which is that those who have worn for even a day will not pass from the world when killed, instead awakening the following sunset in the Underworld.

                      It Walks, But it Does Not Live
                      Prereqs: Essence 2
                      Type: Simple
                      Keywords: Resonant
                      Duration: Indefinate
                      Cost: 1 LHL, 6m, 1 wp

                      The Living are limited by their desire to remain so, as even in the most dire situations there are things that they are loath to do as they desire to not only survive the next ten minutes, but ten years after words as well. But that which is already dead has no such concern. What do the dead care if a muscle tears beyond the point of healing? They are after all already dead. And A Mockery of Life in All Forms is perfectly capable of 'gifting' this mindset to his wearer. Upon activating It Walks, but It Does Not Live the wearer's ligaments and muscles stretch and tear, giving them an impossible range of motion and leverage as the armor supports it's wearer in these awkward, impossible movements. This charm grants 4 additional charm dice to any dexterity action stunted in such a way as to benefit from inhuman flexibility, though it does nothing for dexterity actions based upon fine manipulation. In addition the wearer suffers a 2 dice penalty to all social actions that are not at least partially based upon intimidation as the wearer has firmly entered into uncanny valley.

                      However moving in this manner does nasty damage to the joints, to ligaments and muscle fibers and as these injuries are constantly aggravated the Lethal Health Level payed to activate this charm cannot be healed via any means until the evocation has been deactivated and a full nights rest has passed.

                      The Sweet Scent of Death
                      Prereqs: Essence 1
                      Type: Permenant
                      Keywords: None
                      Duration: Permenant
                      Cost:none

                      The dead reek, and this reek cause an instinctual revulsion in the living for in their bodies horrors lie in wait to drag any foolish enough to linger in their presence into the underworld/ And just as the dead, so too do the wearers of A mockery of Life in All Forms possess horrors beneath their skin. When his body in intact the horror of what lies beneath his flesh is hidden, but as he is wounded the awful truth of his nature becomes apparent. As such as the Exalt's wound penalties worsen beyond -0 a thick and chocking miasma fills the air affect all within short range of the abyssal. This miasma is an environmental penalty with a difficulty equal to the Exalt's essence or three, whichever is higher, and failure causes those afflicted to suffer the Abyssal's wound penalties until they successfully escape from the maisma.
                      Last edited by Cold Burn; 10-04-2017, 03:49 PM. Reason: Typo

                      Comment


                      • I want to get some opinions on this sword I wrote up for one of my players.

                        The Father's Spike(Artifact •••)
                        Short backstory:
                        A sword crafted for Tepet Koseh by his Solar friend, Myra of the Mirror, a few years before the planning for the Usurpation began. Koseh fell during said events, and his sword was collected by House Nellens. It eventually fell into disuse and was stored away, only to be stolen in RY 710 by the short-lived Solar, Nobis Persil. When he was slain, he was defending his family from the Wyld Hunt, who went after them in search of him; thus the sword's name was gained. The sword was taken up by a soldier of House Nellens, whose son, Karaz, inherited it when he exalted.

                        A sword wielded by Nellens Karaz. At first glance, the best guess for composition is blue jade and orichalcum. You feel a charge of electricity as you take hold of it.


                        Medium Melee Artifact Weapon
                        Tags: Lethal, Melee, Piercing

                        Evocations
                        When attuned and wielded, The Father's Spike imposes a -1 penalty to the attack rolls of anybody who has harmed or wishes to harm the subject of one of Nero's positive Major or Defining Intimacies. In addition, The Father's Spike can store initiative gained through use of its first Evocation as Static Charge, up to a maximum of (Dexterity+Essence).

                        Momentum-Stealing Interception
                        Cost: 3m; Mins: Essence 1
                        Type: Reflexive
                        Keywords: Withering-Only
                        Duration: Instant
                        Prerequisites: None
                        The best defense is a good offense. Channeling the electrical energy within The Father's Spike, Nero can dissuade attackers with a swift shock. After an attack is declared against Nero or the subject of one of his positive Major or Defining Intimacies within Short range, but before the attack is rolled, this Evocation may be activated to make a reflexive Withering attack against the attacker. Nero may store (Essence or two, whichever is higher) initiative gained from this attack as Static Charge, rather than adding it to his own initiative.

                        Static Discharge Technique
                        Cost: 1m per damage die; Mins: Essence 1
                        Type: Supplemental
                        Keywords: Decisive-Only
                        Duration: Instant
                        Prerequisites: Charge-Stealing Interception
                        Releasing the momentum stolen by previous interceptions, Nero strikes back at those who would harm his loved ones. This Evocation may be to enhance a Decisive attack, converting Static Charge into damage at a cost of 1 mote per die, before the attack is rolled. The attack is otherwise resolved normally.

                        Vilomah's Wrath
                        Cost: 10m; Mins: Essence 2
                        Type: Simple
                        Keywords: Decisive-only, Perilous
                        Duration: Instant
                        Prerequisites: Static Discharge Technique
                        Having filled The Father's Spike with Static Charge, Nero releases all of it at once, as a flashing bolt of electricity. This charm allows Nero to make a Decisive attack at a target up to Medium range away. This attack benefits from extra damage equal to the current amount of Static Charge being stored by The Father's Spike, which is all lost regardless of the attack's success. If used against a target who has harmed or wishes to harm the subject of one of Nero's positive Major or Defining Intimacies, it benefits from an extra +1.


                        I'm also trying to come up with ideas for Evocations to give a Green Jade ink bottle that one of the players started with; so far, all I've got is this:


                        The Infinite Ink Bottle(Artifact ••••)
                        Backstory(written by the player):
                        Once, during the height of the First Age, there was a craftsman by the name of Ascending Jade. Once, so the story says, she was taken of a singular affection of a Prince of the Earth, whose name has been long lost to this storyteller. So taken was she that she began to court this Dragonblooded immediately.
                        Their romance was legendary, even among those of the Solars. Ancient courts whispered of their love, and the purity of their affections towards each other. It did not take long for the announcement of their wedding to reach the farthest corners of the Deliberative. Ascending Jade began work on a gift to seal their betrothal, an inkwell of the finest green jade, to compliment her sagacious paramour.
                        On the eve of their wedding, a trusted advisor met with her in secret. They informed her that the object of her affections had betrayed her, and lain with another. Enraged, Ascending Jade dismissed the advisor and returned to her work. The hatred and jealousy welling up in her heart overflowed and spilled into the inkwell, filling it with malice.
                        The next day, Ascending Jade presented the inkwell to her husband-to-be, and each composed a poem. Just as they were to be bound, each read the poems that they had written. Her lover had written an ode to the beauty of both her form and her spirit, and of the love that would ensure centuries of bliss. Ascending Jade was the next to read, and what she had written were no words of comfort or joy, but the systematic categorization of every flaw held by her new husband, every error he had made, every shameful secret divulged, and of course, every indiscretion. As she spoke, the ink worked its way into his body, withering his flesh as it flowed from his hand to his traitorous heart. As his body failed, she spoke one final vow; that his name would be forgotten, but his transgressions would resound throughout history.
                        It is said that when a Wood Aspect develops the mark of a withered hand, it is the reminder of Ascending Jade’s wrath, still carried in the blood of the traitor.


                        A green jade bottle of ink that never runs out. Once attuned, the holder of the bottle gains a degree of psuedo-telekinetic control over the ink, allowing it to be used as a weapon. The ink can also be applied to small pieces of paper, thus allowing a message to be delivered with the attack. Outside of Short range, he loses control of the ink.

                        Light Thrown Artifact Weapon
                        Tags: Bashing, Concealable, Mounted, Thrown(Short).

                        Evocations
                        While attuned to the bottle, Flowing Ink can exercise some control over the ink. This can be used to write a message, by rolling (Wits+Linguistics). Without Evocations, not much else can be done with it.

                        Venomous Words
                        Cost: 3m; Mins: Essence 1
                        Type: Reflexive
                        Keywords: Decisive-only
                        Duration: Instant
                        Prerequisites: None
                        The bottle reveals its true use, by changing the ink contained within into venom. When this charm is used, a small amount of ink may be turned into Arrow Frog Venom. The change lasts indefinitely, so one must be careful with the ink so changed; it is about enough to write a single sentence, or decorate a paper tag, and such a small amount could easily be forgotten about.


                        Comment


                        • Originally posted by Rats808 View Post


                          Medium Melee Artifact Weapon
                          Tags: Lethal, Melee, Piercing

                          Evocations
                          When attuned and wielded, The Father's Spike imposes a -1 penalty to the attack rolls of anybody who has harmed or wishes to harm the subject of one of Nero's positive Major or Defining Intimacies. In addition, The Father's Spike can store initiative gained through use of its first Evocation as Static Charge, up to a maximum of (Dexterity+Essence).
                          To all enemies? Ever?


                          The Book of Laughing Serpents Series(Latest Here)
                          Many Limbed Manual
                          Patreon here: https://patreon.com/undeadauthorsociety
                          San Jeanro Co-Op writer. Volume 1 here Volume 2 here Volume 3 here
                          My folklore and horror blog, here:http://undeadauthorsociety.com

                          Comment


                          • Originally posted by Epee102 View Post

                            To all enemies? Ever?
                            I guess I should specify 'currently engaged in combat with him'.

                            Comment


                            • Hey folks, haven't posted here for a while but recently had some player find some more artifacts so expect me to post here in more often in the near future as I figure out what the artifacts can do. Now, without further ado, I present for your constructive criticism...

                              Oasis

                              ●●● Artifact: Black Jade Smashfists

                              Attunement

                              +0m: +1 die to survival rolls involving foraging for water, +1 to social influence actions involving water-affined spirits outside of The Western Direction

                              Evocations

                              Like the Deserts Miss the Rain
                              Cost: 3i
                              Mins: Essence 1
                              Keywords: Withering-Only, Perilous
                              Type: Reflexive
                              Duration: Instant
                              Prerequisite Evocation: None
                              One Line Summary: victim suffers dehydration after a hit
                              An oasis draws water as much as it provides it. Immediately after dealing damage to an enemy’s initiative, this evocation can be activated to leach water from them. Doing so applies a -1 penalty to all rolls involving physical attributes and to static values involving those attributes for the rest of the scene . This evocation can be used again on the target only after a blow that deals more withering damage than the attack which previously activated this evocation.

                              Douse the Flame
                              Cost: 4m
                              Mins: Essence 2
                              Keywords: Decisive-Only
                              Type: Supplemental
                              Duration: Instant
                              Prerequisite Evocation: Like the Deserts Miss the Rain
                              One Line Summary: Protection when attacking fire-affined beings and hinder them
                              Water quenches the body and the soul of any being, whether they want to be or not. When making a decisive attack against a fire-affined being, a thin layer of water surrounds the wielder for just a moment, absorbing any inherent damage incurred from making contact with such an entity and, should the wielder’s attack do any damage, target’s next charm cost is increased by the amount of damage the target took from the attack. This evocation can also be used against a sorcerer who is shaping a fire-based spell. Doing so destroys as many shaping motes as damage dealt, minimum 1.

                              Defending Paradise from Desolation
                              Cost: 4m 1i (+1i per additional turn)
                              Mins: Essence 2
                              Keywords: Perilous
                              Type: Supplemental
                              Duration: Indefinite
                              Prerequisite Evocation: Like the Deserts Miss the Rain
                              One Line Summary: Parry and Defend Other Boost
                              An oasis is a sacred treasure in the lands of fire and sand, and will surely perish without due vigilance. Sheets of water manifest in front of the hands of the wielder, absorbing some of the blow from in incoming attack they wish to block. This evocation can be activated when taking a Full Defense action and attempts to parry an attack with Oasis, raises the wielder’s parry, soak, and hardness by (Essence) for the tick. This evocation can also be used with a Defend Other Action, the defended unit also gains this boost to their soak and hardness. During this tick, the wielder can parry lethal and ranged attacks and their onslaught penalty will not rise. This evocation can be maintained indefinitely, costing only an additional 1i on each turn If the wielder continues to defend the target or focus on defending themself.

                              So Sprouts the Wellspring
                              Cost: 5m 1WP
                              Mins: Essence 3
                              Keywords: Perilous
                              Type: Simple
                              Duration: Instant
                              Prerequisite Evocation: Defending Paradise from Desolation
                              One Line Summary: Punch ground, wellspring bursts forth, sending opponents airborne
                              Water flows through many strata above and below, and Oasis can draw it forth from even the deepest depths. Striking the ground, geysers erupt within short range of the wielder, launching anyone on top of them skyward.

                              This is an unblockable gambit, difficulty 3 - 5. Should the gambit succeed, the target is flung into the air, to a height of short range +1 range band for each difficulty above 3. The target must deal with falling from such a height and lands prone upon returning to terra firma. Each excess success allows the wielder to catapult an additional opponent up to short range above the ground as secondary jets break through the earth.

                              This Evocation can only be used once per scene and only if the wielder is on solid land.

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                              • My fellow Artifact Crafters! I seek to design a Warstrider whose evocations are based around supporting, and being supported by, a battlegroup.

                                Edit: I am just not sure what the evocations should be. Like. Should there be buffing an allied battle group? Just reflexive defend others? Granting Might? Or should it buff the morale rolls by it's mere presence?
                                Last edited by Aranfan; 11-25-2017, 02:18 PM.

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