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  • Originally posted by Synapse View Post
    Funny enough, to me that makes the ship almost entirely about the journey. There's always one after the other, only ever ending with the owners themselves.
    Heck, I'd call it Ode to Questing if Odes weren't offensively asymmetrical compared to Odysseus' hexameters.
    I kind of feel bad because I'm making a Starmetal ship that isn't tied to the Maiden of Journeys first and foremost, but I dunno. I always liked Endings, they're my favourite haha, plus it does feel like a very Endings-y vessel. Crushing Inevitability and all that.

    I'd open it to Journeys though, but I'd feel like it needs to be open to other Maidens then too. Mars and Venus are covered by Crashing Waves of Fate and I Will Not Be Defied respectively, but what about the Maiden of Secrets? Don't think any of them tie into those. If I had one that did, mind, I'd consider adding the iconic hues into each charm's dramatic description.
    Last edited by Solar; 11-27-2017, 12:35 PM.

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    • So... I'm working on a weapon and am not sure of the name. Or all the details of its construction.

      The hilt is forged of gold taken from the crowns of overthrown princes, the grip bound in royal leather. The sword is proud of its origin, feeling itself the culmination of their worthiness, the glories of many lesser souls united in a perfect weapon. Its first Evocation is called Stand, King of Blades. I'm basing its evocations on Flying Silver Dream but am looking to branch out to embrace the sword's pride in its glory and envy of those around it.

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      • Hey all, been fiddling around with some artifacts for my players since AotC came out and was wondering what you guys thought of them. This is the first one I made and as a background it's for a campaign in Thorns where the Mask has gone MIA and is not so subtly Bloodborne inspired.

        Halberd of the Wyrm
        (Orichalcum Grand Grimcleaver, •••)

        This halberd stands far taller than most men, almost twice even the tallest man’s height; but that is not where its differences end between it and lesser polearms. Rather than a wooden shaft reinforced by steel at the top, Halberd of the Wyrm’s shaft is an almost prismatic white bone with it’s top reinforced by twin plates of pure orichalcum which always shine as if glinting off the sun, even at night. Its ax-blade is easily larger than any person’s chest, whose end has multiple sharp spikes jutting out as if they were teeth. On the opposite side of the ax-blade is a curved, serpentine spike ornamented with indents and engravings to make it appear like it has scales. Atop the halberd is a spike which similarly twists and curves, it’s blades diverging from the main central point like flames.
        It’s similarities to the great dragons of Creation is no accident. Shortly after the War of the Gods, legends tell of a shining hero was wandered Creation meting out justice wherever he saw fit. He used a lowly mortal spear until one day where he came upon a dragon who was terrorizing a region in the West. This great wyrm, Chezalathos, lorded his enlightened wisdom over the island and ruled it like a tyrant. Every year he would demand the island sacrifice one of its own to him, so that he might exult in the essence such a sacrifice released. This was unconscionable to the hero, who challenged Chezalathos to a duel.
        For five days and fight nights the pair clashed and on the fourth day the hero’s spear shattered against the dragon’s scales. But the hero fought on until at last he killed the dragon by drowning him in the island’s volcano. After his duel, the hero returned to his circle with the corpse of the dragon; determined to seek justice for the island in the courts of Heaven. As he led a ferocious litigation against the predations of Creation by spirits; the Twilight of his circle, Azorcha, forged the hero a halberd like none other using orichalcum and the bones of the fallen dragon.
        Sadly the hero and his circle were slain during the Usurpation and his halberd has lain with his corpse in the treasury-tomb throughout the ages. But recently the seal upon the tomb has been cracked, and rumors whisper that once again the Halberd of the Wyrm engages in battle.

        Attunement: 5m
        Type: Heavy (+1 ACC, +14 DMG, +0 DEF, 5 OVW)
        Tags: Lethal, Melee, Chopping, Reaching, Two-Handed, Piercing
        Era: Dreams of the First Age

        Evocations of Halberd of the Wyrm
        The Halberd of the Wyrm’s owner awakens The Sleeping Drake at no cost upon attunement.

        The Sleeping Drake
        Cost: 1m; Mins: Essence 1
        Type: Simple
        Keywords: None
        Duration: Indefinite
        Prerequisites: None
        Attuning her heart to the halberd’s, the owner is able to banish it to the Elsewhere while it lies in wait for its next battle. She may reflexively lift the commitment to this evocation, summoning her weapon to hand as mist coalesces into the shape of the halberd.

        True Thrust
        Cost: 4m; MIns: Essence 1
        Type: Simple
        Keywords: Decisive-only
        Duration: Instant
        Prerequisites: None
        Coiling to strike, the owner thrusts forth in an instant to strike against injustice. She pierces at the heart of her foe, as the hero of legend pierced toward Chezalathos. For the purposes of this attack, her target’s Hardness is treated as (Essence or 3, whichever is highest) lower.

        Piercing Talon
        Cost: 5m, 1wp; Mins: Essence 2
        Type: Simple
        Keywords: Uniform, Resonant
        Duration: Scene
        Prerequisites: True Thrust
        Dragons do not suffer the limits of distance, and neither did the hero. Focusing their twin might, both wielder and halberd are able to strike their enemies wherever they are. This allows the wielder to make an attack up to long range.
        Resonant: If the target the wielder is attacking is airborne, this attack adds (Essence) non-charm dice to damage.

        Awaken the Dérkesthai
        Cost: 10m; Mins: Essence 2
        Type: Simple
        Keywords: Perilous
        Duration: Indefinite
        Prerequisites: The Sleeping Drake
        A dragon’s body might die, but its eternal soul will forever watch over Creation. Feeding the weapon with her holy essence, the wielder reawakens this soul. The bones begin to twist, two new handles jutt out of the shaft while its blades begin to warp and glow.
        Upon the transformation’s completion, the halberd (while still mostly looking as it did before) is obviously no longer meant to be used as such. Rather it appears more akin to firewands in both purpose and handling.
        However unlike the firewands, firing jets of flame from the Halberd uses (Dexterity+Melee) rather than Archery. Furthermore, it requires no ammunition as its flames are stoked by the soul of Chezalathos. When using the Halberd in this way, it uses the stats of a dragon sigh wand (ACC -1/+5/+3/+1/-1, DMG +14, OVW +5, Tags: Lethal, Archery (short), Flame, Slow).
        Special activation rules: As long as the wielder isn’t dissonant with orichalcum, this Evocation awakens at no cost when she defeats a significant enemy with a piercing or chopping attack.

        Dragonfire Dive
        Cost: 10m; Mins: Essence 3
        Type: Simple
        Keywords: Dual, Perilous
        Duration: Instant
        Prerequisites: Awaken the Dérkesthai, Piercing Talon
        The hero’s fight with Chezalathos stretched on for days, until neither were sure they would survive the battle. It ended only when the hero, leaping into the sky, dove into Chezalathos from above and tackled him into the volcano. The wyrm still remembers his defeat, and has taken such tactics to heart.
        Upon activating this evocation the halberd pulls the wielder one range band into the sky. Falling with furious might and draconic fury, the ensuing blow devastates whatever soul was unlucky enough to befall it.
        The wielder adds (Strength+Essence) dice to a withering attack’s raw damage, or doubles 9s and 10s on a decisive attack’s raw damage.
        However this is merely the dive aspect of this Evocation, the calm before the storm. Following the wielder is a typhoon of flames which incinerate anything within close range except for the wielder. This whirlwind of fire is a recurring environmental hazard with difficulty 5, damage 4L/round.
        This Evocation may only be used once per story, unless reset by defeating a Legendary Size foe in combat.
        Last edited by ChaosArchon; 11-30-2017, 10:15 AM.

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        • Originally posted by Solar View Post
          You're right danelsan, I should probably put up some info about the Artifact! Thank you for the ideas though, and yours too Synapse! I like them all, but it needs to be just right you know?
          Here's a suggestion: "Boreal Star". Gets the star thing right away, which inherently suggests Fate in Exalted. "Boreal", of course, is the North, and the North Star is used for navigation (dunno if Creation actually has a North Star, but I'm going to assume it does). And, of course, "constant as the northern star" gives you some of that "guaranteed to succeed on the journey" bit. And Boreal also suggests the Aurora Borealis, which can definitely have a purplish color to it. In fact, the idea of the sail, when unfurled and the charms active, looking like a curtain of northern lights, sounds like a cool image to me.



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          • Originally posted by Kelly Pedersen View Post

            Here's a suggestion: "Boreal Star". Gets the star thing right away, which inherently suggests Fate in Exalted. "Boreal", of course, is the North, and the North Star is used for navigation (dunno if Creation actually has a North Star, but I'm going to assume it does). And, of course, "constant as the northern star" gives you some of that "guaranteed to succeed on the journey" bit. And Boreal also suggests the Aurora Borealis, which can definitely have a purplish color to it. In fact, the idea of the sail, when unfurled and the charms active, looking like a curtain of northern lights, sounds like a cool image to me.
            The completely unrelated reference to Kenshiro applies well enough during those Rams too.


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            • Originally posted by Kelly Pedersen View Post
              (dunno if Creation actually has a North Star, but I'm going to assume it does)
              It must have, since there is a Sidereal named Shepherd of the North Star (why would anyone shepherd an unmoving star? Well, all the old Sidereal Sigs have joke names)


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              • Originally posted by danelsan View Post
                It must have, since there is a Sidereal named Shepherd of the North Star (why would anyone shepherd an unmoving star? Well, all the old Sidereal Sigs have joke names)
                Maybe it means he embodies the qualities of the North Star by being a reliable guide?

                Based on his entry in Scroll of Exalts, that seems about right.

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                • Shepard of the North Star is a good catch, thanks, danelsan! Certainly does suggest that there is one in Creation.

                  Originally posted by Jefepato View Post

                  Maybe it means he embodies the qualities of the North Star by being a reliable guide?
                  That just tends to confirm my hypothesis that the North Star in Creation would have similar connotations to the real one on Earth - the North Star is useful for navigation on Earth because it's constant and unmoving. It's always north of you. If it's similarly useful in Creation, I would think it would be similar in position too.


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                  • My player has chosen "Anticipation of Amethyst" but that is a good name which I may use with another Starmetal-based artifact!

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                    • Hey guys, I decided not enough people were using Volcano Cutter so I redesigned it with an eye for parity with the newer 5 dot artifacts in Arms. I used some of the preview Evocation names from Vance's napkin spoilers to fill out the set.

                      Arms-Style Volcano Cutter

                      I also drew it and made a fancy doc for it. Enjoy!

                      EDIT: The link should actually work now.
                      Last edited by Crumplepunch; 12-02-2017, 06:33 PM.


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                      • Originally posted by danelsan View Post

                        It must have, since there is a Sidereal named Shepherd of the North Star (why would anyone shepherd an unmoving star? Well, all the old Sidereal Sigs have joke names)
                        I think that, if reminded that he's the guardian of the only thing in the Firmament that doesn't move, Shepherd would smugly fold his arms and reply, "You're welcome."

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                        • Originally posted by Crumplepunch View Post
                          Hey guys, I decided not enough people were using Volcano Cutter so I redesigned it with an eye for parity with the newer 5 dot artifacts in Arms. I used some of the preview Evocation names from Vance's napkin spoilers to fill out the set.

                          Arms-Style Volcano Cutter

                          I also drew it and made a fancy doc for it. Enjoy!

                          EDIT: The link should actually work now.

                          Thoughts on this are:
                          • You drew that? It's better than the core book, so that's a strong start to the document.
                          • Hooo boy. Ignition is scary strong. In a long enough lasting battle, this could turn into the scariest thing ever.
                          • This has very few E1 evocations. I get that Ignition more or less makes up for that, but still, it feels a little empty for something that largely will define a character's fighting style.
                          • Good call removing that eruption point mechanic. It's a misery to track and kinda runs contrary to the whole goal of range bands. I could see maybe... maybe adding one evocation that drops an eruption point onto a single enemy and serves as an environmental hazard. I would make it last until the target disengages from it and then have it disappear. That's just brainstorming though.
                          • Pyroclastic Holocaust Judgment is now a berserker rush. This ties in very strongly with Red Jade's associations which is nice. I'll need to see it in action, but the risk reward mechanic of ignition seems like it is well balanced. It's strong enough to be dangerous but also not so lethal that it makes the Daiklaive unusable. Also, I like how it creates a neat push/pull between Vanilla Ignition for prolonged battles to build up a "safer" pool of ignition and PHJ to be able to shit out decisive attacks every turn or rush for one of its absurd capstones. Good shit.
                          Last edited by Steamfunk; 12-05-2017, 01:46 PM.


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                          • Originally posted by Crumplepunch View Post
                            Hey guys, I decided not enough people were using Volcano Cutter so I redesigned it with an eye for parity with the newer 5 dot artifacts in Arms. I used some of the preview Evocation names from Vance's napkin spoilers to fill out the set.

                            https://docs.google.com/document/d/1B4u4JVxCLfqQB9ikUUvpuF1gC3UUbCe5nkYKF3mheUU/edit"]Arms-Style Volcano Cutter[/URL]

                            I also drew it and made a fancy doc for it. Enjoy!

                            EDIT: The link should actually work now.
                            That's really cool. I think it's more in line with Arms for sure. I like that it also is not so much an Artifact for low Essence Exalts and especially like that if you're not smart and strong it absolutely can destroy you. Awesome stuff!

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                            • Originally posted by Crumplepunch View Post
                              Hey guys, I decided not enough people were using Volcano Cutter so I redesigned it with an eye for parity with the newer 5 dot artifacts in Arms. I used some of the preview Evocation names from Vance's napkin spoilers to fill out the set.

                              Arms-Style Volcano Cutter

                              I also drew it and made a fancy doc for it. Enjoy!

                              EDIT: The link should actually work now.

                              Um...So, maybe I'm missing something. But I only see 1 way to gain Ignition at Essence 1(Wake the Flame), and that only gives 2 the first time it's used. I'd kinda look odd at that.


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                              • Originally posted by Steamfunk View Post
                                • You drew that? It's better than the core book, so that's a strong start to the document.
                                Thanks! Full disclosure though, I composited the scrollwork and mountings from images of several pieces of jewelry and the hilt/core from an engraved pillar. It's a little fuzzy if you zoom in.

                                Originally posted by Steamfunk View Post
                                • Hooo boy. Ignition is scary strong. In a long enough lasting battle, this could turn into the scariest thing ever.
                                Yeah, it stacks up to be very nasty, but you need to keep an eye on it. After a certain point, if you get crashed it will burn you alive.

                                Originally posted by Steamfunk View Post
                                • This has very few E1 evocations. I get that Ignition more or less makes up for that, but still, it feels a little empty for something that largely will define a character's fighting style.
                                E5 weapons generally have few E1 evocations. The Forgotten Blade has only Faceless Warrior Method and Elegant Fugue Strike, one of which is a discount on Solar Charms, Gorgon has only Stone-Sinew Offensive and Stormbringer has only Fulminating Edge Flash.

                                Still, you may be right, it needs something for a more active participation. Maybe an attack Charm that only functions when you have points of Ignition but doesn't actually expend it.

                                Originally posted by Steamfunk View Post
                                • Good call removing that eruption point mechanic. It's a misery to track and kinda runs contrary to the whole goal of range bands. I could see maybe... maybe adding one evocation that drops an eruption point onto a single enemy and serves as an environmental hazard. I would make it last until the target disengages from it and then have it disappear. That's just brainstorming though.
                                Yeah, setting up the later combos in the original Volcano Cutter was a pain. I was resigned to that just being how powers like that functioned, but then came Stormcaller with a far simpler and more elegant design.

                                Originally posted by Steamfunk View Post
                                • Pyroclastic Holocaust Judgment is now a berserker rush. This ties in very strongly with Red Jade's associations which is nice. I'll need to see it in action, but the risk reward mechanic of ignition seems like it is well balanced. It's strong enough to be dangerous but also not so lethal that it makes the Daiklaive unusable. Also, I like how it creates a neat push/pull between Vanilla Ignition for prolonged battles to build up a "safer" pool of ignition and PHJ to be able to shit out decisive attacks every turn or rush for one of its absurd capstones. Good shit.
                                Thanks, I'm happy with how PHJ came out as a centrepiece Charm. Just like the flavour text says, it's immensely powerful, but if you're not careful with it, it'll destroy you.


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