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  • Seabiscuit
    replied
    I am not fond of the minimalist input from the rules on creating evocations, so I have created an Artifact pair of Sais for a Night Caste in my game and I would like input on the evocations. Here is the tentative write up: The Twins were created for a night caste who wished to bring justice to the criminal underbelly by facing them on their home turf; at night and in the shadows. They are a matched pair of sais primarily made from Orichalcum but the handles are encased in Black Jade and one sai bears the symbol for “Unseen“ inlaid in Moonsilver and the other similarly bears a symbol inlaid in Moonsilver and it’s the symbol for “Service“. When wielded by someone in tune with the night and with moving in shadow the Twins grant +1 die to Join Battle.
    Evocations: In Shadows Revealed -Essence 1 / 2m / Simple / One Scene - Can see in shadows both natural and magical.
    Unrecoverable Disarming -Essence 1 / 2m 1i / Reflexive / Instant - break non magical weapons that were successfully disarmed
    Passing Judgment - Essence 2 / 3m or 3m, 1wp / Simple / One Scene - When interacting with a suspect for 5 - essence rounds or more the Twins create a Tie of familiarity between the suspect and the wielder of the Twins of either a minor intensity for 3 motes or major for 3m, 1wp. This Tie grants the wielder a bonus equal to its intensity on rolls to determine the suspect's guilt.
    Godly Disarming - Essence3 / 6m 1wp / Reflexive / Instant - Cause the wielder of a disarmed artifact weapon to un-attune from their weapon and they can not re-attune for the rest of the scene.
    Judge - Essence3 / 5m, 3i / Supplemental / Instant - If the wielder has a Tie of familiarity with an opponent and he attacks the opponent he may utilize this evocation and roll Essence damage die ignoring hardness direct to health track.
    Jury - Essence 4 / 1m, 3i / Supplemental / Instant - If the wielder has a Tie of familiarity with an opponent and he attacks the opponent he may utilize this evocation and roll Essence + Tie Intensity damage die ignoring hardness direct to health track.
    Executioner -Essence 5 / 1m, 1wp, 1i / Supplemental / Instant - If the wielder has a Major Tie of familiarity with his opponent when he attacks he can pass judgment and attempt to execute the guilty party. This is a Decisive attack in which the wielder adds his Essence in dice to his damage and re-rolls all 1-4s. If the target is slain they are prevented from becoming a ghost due to restlessness about their just execution.

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  • Matt the Bruins fan
    replied
    duplicate post

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  • Matt the Bruins fan
    replied
    duplicate post

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  • Matt the Bruins fan
    replied
    I'm not sure regarding the utility of an artifact weapon whose components can be broken down into a different sort of artifact weapons. Does the cost of breaking attunement and requiring the wielder to re-attune to the new configuration justify making this a basic feature of the weapon, or should I make the ability to do so an evocation requiring the expenditure of other resources?

    Ördögszeretö’s Wings
    (Oricalchum Direlance/Short Daiklaves, Artifact • • •)


    A direlance with a nine foot black iron haft and a bifurcated spearhead of tarnished orichalcum in the shape of spread dragon wings, which can be disassembled into twin short daiklaves. (Doing so breaks attunement, and the wielder must re-attune to the swords.)

    Attunement: 5m
    Type: Heavy (+1 ACC, +14 DMG, OVW 5)/Light (+5 ACC, +10 DMG, OVW 3)
    Tags: Lethal, Melee, Piercing, Reaching; Two-Handed when on foot/Lethal, Melee, Balanced
    Hearthstone slot(s): 2
    Era: Rotting Lotus Rebellion

    Direlance configuration


    Short daiklaves configuration

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  • 2Hands
    replied
    The Fists of Hellshai
    (Orichalcum Smashfists, Artifact 5)

    The Solar pacified Creation and created incredible miracles to do so. They mastered challenges that seemed impossible, formed alliances and brought Creation a golden age, the First Age. One of those challenges was a holdover from the time before the Exalted, a mighty beast. Imprisioned maybe from the Gods or some long forgotten power, in a unfindable cave hidden in the shade of a lonely tree. Only once a month, in the shadow of the fullmoon, the entrance to the cave appeared. So the Beast waited and whispered every fullmoon, to hopefully lure someone in.
    On one of those night‘s under the moons brightest light, a Solar found the entrance and followed the bait. He explored the cave to never be seen again. A group of Solars who knew of him, investigated the disappearance of their companion and found the prisoned Beast. Its cage had been forgotten for too long and it wouldn't take many mooncylces before he would brake once and for all.
    To powerful to be destroyed the Solar decided to bind the Beast with it‘s own power. They fought and forged at the same time. They formed Orichalcum with the quiver and roar of battle into the form of giant fists. Each time the Beast expended itself more, it gave the artifact more of its power. However, at some point the power of the Beast threatened too much and so the last resort was a Solar who tied himself to the fists. His essence was forged into the weapon like that of the Beast, the "Fists of Hellshai" were created. With the fists the Solar wrestled the Beast down and chained it, at the deepest point of the cave, to the heaviest thing around, the weight of Creation itself. Ever since then there has always been a Solar who tied himself to the fists and made sure the chains stayed tight….
    Since the First Age a long time has passed for the beast to writhe, tremble and brace against the chains. And so Creation needs Exalts again, who fullfill the duty of the beasts jailer, more than ever before.

    Systems:

    Attunment: 5m; Hearthstone slot(s): 2
    Era: The First Age
    Type: Light (+5 Acc, +10 DMG, +0 Def, OVW 3)
    Tags: Bashing, Brawl, Grappling, Smashing, Worn

    In order to use the fists properly, a minimum strength of 3 is required, even if attuned. Once attuned the Fists of Hellshai still „feel“ lighter then they are. The essence of the Beast hungers for power and only respects the mighty, while the essence of the Solar only accepts thoose who understand the Duty the Fists represent.

    [Forged from Destiny, Bound by Duty]
    The spectral chains that bind the Beast are connected to the Fists of Hellshai's at all times. Once attuned, the Exalt must use the Fists of Hellshai in a ritual, to tigthen the Beasts "spectral" chains once a month on full moon. If the Exalt ignores this, the fists minimum Strength requirement increases by 1 until the ritual is performed.


    [Severity of eternal Hunger]
    When the Exalt channels his might, he draws the beast's full attention, lusting after his power, it strengthens the Fists of Hellshai. As soon as the Exalt power unfolds and his anima banner reaches glowing, the Severity value of the fists increases by +1 for each Combat Action. This is possible up to a maximum Severity value of Essence x Strength. The Severity value affects some values of the fists and some of their evocations, this is described in the table below and within the respective evocations. The artifact remains active in this state until the Exalt's anima banner falls back to dim.


    [Pressure Overwelming]
    Once awakened, the Exalt's enemies suffer the extreme pressure of the Fists of Hellshai. Enemies in close range lose initiative at the beginning of the Exalt's turn as shown in the table below.

    Severity Withering OVW Decisive Damage Lost Initiative
    3 (base value) Half Severity +1 +0 0
    >= 4 Half Severity +1 +1 1
    >= 11 Half Severity +1 +2 2
    >= 21 Half Severity +1 +3 3








    Core Evocations:

    >Gravity Tree<
    [Drag to Combat Technique]
    Cost: 5m; Mins: Essence 1; Type: Simple; Keywords: Perilous; Duration: Instant; Prerequisites: None
    The Exalt raises a fist above his head, channeling the beast's hunger into a power-consuming draft. Make a Withering attack roll, all enemies hit in short range, are pulled to the Exalt by one range band. At Severity value 11+ all enemies hit in close range, fall prone. This attack deals no damage.

    Essence 3: The Exalt raises both fists, the ranges increase by one range band.

    [Creation Gong-Slam Attitude]
    Cost 6m, 1wp; Mins: Athletics 4, Essence 2; Type: Reflexive; Keywords: Perilous, Decisive-only; Duration: Instant; Prerequisites: Drag to Combat Technique
    The Exalt brings the full weight of the fists against creation, she hits the ground with lightning speed. The impact vibrates through the ground with incredible force, creating a wave of solid soil. Everything in close range to the Exalt, except himself, is catapulted into the air. This is a special decisive attack, the rolled damage is dealt to no target. Instead, affected targets are knocked up by one range band for every 3 successes. The game master reserves the right to determine the effects of the attack on structures and the environment.

    Essence 3: The Exalt smashes both fists on the ground, gain 2 bonus dice on the damage roll, targets can also be affected and knocked up in short range.
    Special Activation: Creation Gong-Slam Attitude can only be activated in the same tick as Drag on Combat Technique.

    >Time Tree<
    [Defense of Weighted Time]
    Cost: 2m, 2i; Mins: Ressictance 3, Essence 1; Type: Reflexive; Keywords: Decisive-only; Duration: One Tick; Prerequisites: None
    The Exalt momentarily slows his own timeflow, largely avoiding damage. Gain hardness equal to half the Severity value rounded up or 5, whichever is higher.

    [Time fleeing Exercise]
    Cost: 3m, 1wp; Mins: Essence 3; Type: Simple; Keywords: None; Duration: Instant; Prerequisites: None
    Pulling through the flow of time the Exalt unleashes more of the fists potential. The Exalt increases the Severity value by strength, but not higher than the maximum value. This Evocation can be used once per day, whenever the Exalt succeeds in a Stunt 3 involving the fists, he can use the evocation again.

    >Space Tree<
    [Shakled on Creation Method]
    Cost: 3m; Mins: Brawl 4, Essence 1; Type: Suplemental; Keywords: Dual, Stackable; Duration: One Day; Prerequisites: The Exalted already performed [Forged from destiny, Bound by Duty] once
    The power of the fists chains the essence of a being touched by the fists to Creation. The being cannot move more than close range from the point at which it was chained, without breaking the chains. To break free the being needs to roll Strength + Athletics (Difficulty = Essence Rating of the Exalt), this happens on any of its movement actions to change range band. For all strength rolls, except damage rolls, of the chained being dice results of 1 negate a success. For each additional chain attached to the being the difficulty to break free rises by 1. Forced movement against the chained being, of at least 1 range band, breaks all chains automatically.

    The effects of Shakled on Creation Method can be caused by withering attacks, decisive attacks, and gambits that involve the Fists of Hellshai.
    ----------------------


    For a more lively discussion of the fists and how they've changed since they were first modified, see the original post on the Sword of Creation forum, Updates and new Evocations will also be posted there first.

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  • Amoeba
    replied
    Oops, triple post.

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  • Amoeba
    replied
    Sorry, triple post & I can't seem to find out how to remove the extra ones. Flagged one, hopefully mods can fix.

    Well, this seems like the most recent Artifact thread, so here's the simple armor I wrote up for my character to use. Any comments or tweaks are welcome.


    Cloudbreak
    (Orichalcum Chain Shirt, Artifact •••)

    On a small island on the edges of the Skullstone Archipelago, there was an ancient, tiny, well-hidden tomb, emptied of everything but what appeared to be a simple Orichalcum circlet. The young Solar that happened upon this tomb dared to place the circlet upon his brow, and soon heard whispers, guiding him after the trail of an quite maculate Air Caste. After a few odd turns of events while on the hunt, he finally catched up to the Dragonblood, and attempted to do battle. Unfortunately, he was unable to strike a decisive blow, nor corner his prey, until in a fit of inspiration, he transferred the circlet to rest upon the head of his opponent. The Air Caste went instantly comatose – but when touching the circlet once more, the Solar felt a great apprehension. He therefore simply took from his defeated opponent the armor they had worn, which had prominently figured in the murals of the tomb, and went upon his way to other adventures in the West. What became of the Dragonblood is not known.

    Cloudbreak is a plain and simple Orichalcum chain shirt, notable only for it's tendency to catch sunlight when openly worn. It was made for newly exalted Solars in an Age when they were expected to soon progress to greater things; it's previous wearers were most likely Zenith or Night castes. It features a single hearthstone socket in the braiding that forms the neckline.

    Attunement: 4m
    Type: Light (Soak +5, Hardness 4, Mobility Penalty -0)
    Tags: Concealable
    Hearthstone slots: 1
    Era: The Centuries of a Thousand Worlds

    Evocations of Cloudbreak

    The powers of Cloudbreak evoke the themes of a sunbeam breaking through a rift in clouds. For the attuned wearer, each time they raise their anima to a new level, they gain 1 initiative. This bonus may be gained only once per anima level in a scene. Additionally, when their anima is lowered by sources other than Cloudbreak, they gain 1 mote.

    Distracting Glare Reflection

    Cost: 1a, 1m+ Mins: Essence 1
    Type: Supplemental
    Keywords: Resonant
    Duration: Instant
    A glance at the Sun where one thought would be just clouds can leave one momentarily blinded. When you attempt to disengage, your anima flares, then fades, allowing you to pay 1m to convert a dice to a success, up to a maximum of your Essence.

    Resonant: The first time each scene you use Distracting Glare Reflection, halve (rounded down) the amount of initiative you lose.

    Surrounding Shadow Disappearance

    Cost: 3m; Mins: Essence 2
    Type: Reflexive
    Keywords: Mute
    Duration: Instant
    Prerequisites: Distracting Glare Reflection
    As the Sun breaks through the clouds, suddenly blinding, it allows the well-prepared to vanish. When the anima of anyone else within one range band is raised above Glowing, or when they perform a 2- or 3-dice stunt, you may attempt to re-establish stealth as an Reflexive action.

    Sunbeam-Racing Haste

    Cost: 1 Wp; (3m/use) Mins: Essence 2
    Type: Simple
    Keywords: None
    Duration: Indefinite
    Prerequisites: Distracting Glare Reflection
    As a ray of light races across the landscape, so can the Chosen make haste. When you activate the charm, your anima must be at Glowing or higher level. Choose one opponent; when they move, you may keep them at the same distance by paying 3m. This charm ends if your anima goes below Glowing.

    Sun-Covered Skin of Bronze

    Cost: 2a, 2m+; Mins: Essence 2
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisites: Distracting Glare Reflection
    As a strike closes in on the bearer of Cloudbreak, their anima coalesces on their skin, granting temporary protection. You gain +2 Soak against an attack, and may spend an additional 1m to gain +1 Soak, up to a maximum of your Essence.

    Burst of Healing Sunlight

    Cost: 1 Wp, 3m+; Mins: Essence 3
    Type: Reflexive
    Keywords: Dissonant, Resonant
    Duration: Instant
    Prerequisites: Surrounding Shadow Disappearance, Sunbeam-Racing Haste, Sun-Covered Skin of Bronze
    As your anima flares for all to see, it radiates golden warmth, healing your companions with it's power. You may only activate this charm when your anima flares to it's iconic level, and only once per day. Choose a non-opponent within Close range of you; you heal their most damaged health level. If the damage is bashing, the cost is 3m; if it is lethal, the cost is 5m.

    Dissonant: You take the damage healed upon yourself.

    Resonant: By paying 8m, you may choose to instead heal a single bashing health level from two different targets or an aggravated health level from one target.

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  • Amoeba
    replied
    Well, this seems like the most recent Artifact thread, so here's the simple armor I wrote up for my character to use. Any comments or tweaks are welcome.


    Cloudbreak
    (Orichalcum Chain Shirt, Artifact •••)

    On a small island on the edges of the Skullstone Archipelago, there was an ancient, tiny, well-hidden tomb, emptied of everything but what appeared to be a simple Orichalcum circlet. The young Solar that happened upon this tomb dared to place the circlet upon his brow, and soon heard whispers, guiding him after the trail of an quite maculate Air Caste. After a few odd turns of events while on the hunt, he finally catched up to the Dragonblood, and attempted to do battle. Unfortunately, he was unable to strike a decisive blow, nor corner his prey, until in a fit of inspiration, he transferred the circlet to rest upon the head of his opponent. The Air Caste went instantly comatose – but when touching the circlet once more, the Solar felt a great apprehension. He therefore simply took from his defeated opponent the armor they had worn, which had prominently figured in the murals of the tomb, and went upon his way to other adventures in the West. What became of the Dragonblood is not known.

    Cloudbreak is a plain and simple Orichalcum chain shirt, notable only for it's tendency to catch sunlight when openly worn. It was made for newly exalted Solars in an Age when they were expected to soon progress to greater things; it's previous wearers were most likely Zenith or Night castes. It features a single hearthstone socket in the braiding that forms the neckline.

    Attunement: 4m
    Type: Light (Soak +5, Hardness 4, Mobility Penalty -0)
    Tags: Concealable
    Hearthstone slots: 1
    Era: The Centuries of a Thousand Worlds

    Evocations of Cloudbreak

    The powers of Cloudbreak evoke the themes of a sunbeam breaking through a rift in clouds. For the attuned wearer, each time they raise their anima to a new level, they gain 1 initiative. This bonus may be gained only once per anima level in a scene. Additionally, when their anima is lowered by sources other than Cloudbreak, they gain 1 mote.

    Distracting Glare Reflection

    Cost: 1a, 1m+ Mins: Essence 1
    Type: Supplemental
    Keywords: Resonant
    Duration: Instant
    A glance at the Sun where one thought would be just clouds can leave one momentarily blinded. When you attempt to disengage, your anima flares, then fades, allowing you to pay 1m to convert a dice to a success, up to a maximum of your Essence.

    Resonant: The first time each scene you use Distracting Glare Reflection, halve (rounded down) the amount of initiative you lose.

    Surrounding Shadow Disappearance

    Cost: 3m; Mins: Essence 2
    Type: Reflexive
    Keywords: Mute
    Duration: Instant
    Prerequisites: Distracting Glare Reflection
    As the Sun breaks through the clouds, suddenly blinding, it allows the well-prepared to vanish. When the anima of anyone else within one range band is raised above Glowing, or when they perform a 2- or 3-dice stunt, you may attempt to re-establish stealth as an Reflexive action.

    Sunbeam-Racing Haste

    Cost: 1 Wp; (3m/use) Mins: Essence 2
    Type: Simple
    Keywords: None
    Duration: Indefinite
    Prerequisites: Distracting Glare Reflection
    As a ray of light races across the landscape, so can the Chosen make haste. When you activate the charm, your anima must be at Glowing or higher level. Choose one opponent; when they move, you may keep them at the same distance by paying 3m. This charm ends if your anima goes below Glowing.

    Sun-Covered Skin of Bronze

    Cost: 2a, 2m+; Mins: Essence 2
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisites: Distracting Glare Reflection
    As a strike closes in on the bearer of Cloudbreak, their anima coalesces on their skin, granting temporary protection. You gain +2 Soak against an attack, and may spend an additional 1m to gain +1 Soak, up to a maximum of your Essence.

    Burst of Healing Sunlight

    Cost: 1 Wp, 3m+; Mins: Essence 3
    Type: Reflexive
    Keywords: Dissonant, Resonant
    Duration: Instant
    Prerequisites: Surrounding Shadow Disappearance, Sunbeam-Racing Haste, Sun-Covered Skin of Bronze
    As your anima flares for all to see, it radiates golden warmth, healing your companions with it's power. You may only activate this charm when your anima flares to it's iconic level, and only once per day. Choose a non-opponent within Close range of you; you heal their most damaged health level. If the damage is bashing, the cost is 3m; if it is lethal, the cost is 5m.

    Dissonant: You take the damage healed upon yourself.

    Resonant: By paying 8m, you may choose to instead heal a single bashing health level from two different targets or an aggravated health level from one target.

    Leave a comment:


  • zmefO
    replied
    Originally posted by autXautY View Post

    The base effect seems a bit weak to me - it sounds equivalent to Eidetic Memory, which is a 2-dot merit, doesn't require attunement, and doesn't get lost if you go a day without attunement, or require carrying around an artifact.
    It's a combination of the memory stone (2 dot hearthstone) and a hearthstone tiara (2 dot artifact), that's how I ended up at artifact 3, although i agree that there could be some added oomph.

    Originally posted by autXautY View Post
    The Air Surrounds feels a little unconnected to the flavor of the rest of the artifact.
    Again, I agree. This is the evocation is the one i'm least happy about. I was looking for something air flavoured and perception enhancing and found all-encompasing air sense from the What Fire has wrought.

    Originally posted by autXautY View Post
    I really like the concepts behind Two Visions, One Mind, Two Minds, One Vision, and Screaming Memories.

    I do worry about the duration of Two Visions, One Mind - if you're in the same scene as someone to activate the charm and give them the mask, how likely is it that they'll see something you don't? It feels more useful if you could give it to someone, then have them go somewhere else and experience something for you to replay, but I think that would generally involve a scene transition. Maybe it should upgrade with a higher essence or resonance, long-duration sense sharing seems a bit much for essence 1.

    For Two Minds, One Vision, I think it could use more specific rules for what you can and can't do while unaware of your surroundings. That is, can you try to attack, can you defend yourself, etc. If these restrictions are serious, I think it could easily end up being too strong to be a difficulty 3 gambit. I also could that, depending on how strong the effect is, the mote cost may be too high. (For effects that potentially take someone out of a fight, I'd be more inclined to gate them behind initiative cost than essence cost, since a high initiative cost forces you to engage with the combat system, while a high mote cost can often end a fight in the first action, but otherwise can force the fight into a long moteless slog, neither of which are the most fun)

    Screaming Memories feels a bit like an essence 3 charm then an essence 2 charm to me, though that's partially just because it's listed last and there aren't any higher essence evocations listed.
    Thanks a lot for the feedback! On the duration of Two Visions, One Mind, My goal was basically 'this and the next scene' as duration, but as this it not something I've ever seen used, i might just go for a static or longer duration.

    As for the other tips on combat effectiveness, thanks a lot! I agree this needs some more clarification and will try to rework this. I was struggling to find a comparable effect in the existing charms to use as a comparison.


    Leave a comment:


  • autXautY
    replied
    Originally posted by zmefO View Post
    Hey Everyone!
    This is a WIP / First Draft of an Artifact mask for our ongoing Solars campaign. I haven't really looked into designing evocations for 3e, so what i'm especially looking for is feedback on the powerlevel/cost of the evocations and obvious red flags XD

    Thanks a lot!

    Mask of Screaming Memories
    White and Blue Jade Mask ( o o o )

    The Mask of Screaming Memories is a almost featureless Kabuki mask, made out of white and blue Jade. It lacks distinct mouth and nose openings, and the white jade surface of the mask is only broken by sharp, symmetrical tears of dark blue jade around the eyes and the cheeks.
    A hearthstone socket is embedded in the position of the faces Third Eye.

    Attunement: 3m

    When attuned to an exalted wielder, the mask grants perfect recall of all events, and stores all sensory information of the wearer, experienced while wearing the mask. While wearing the Mask, the wielder has access to these memories and is able to replay and re-experience sensory stimuli. After being unattuned for a day, the Mask gradually looses these memories.
    The base effect seems a bit weak to me - it sounds equivalent to Eidetic Memory, which is a 2-dot merit, doesn't require attunement, and doesn't get lost if you go a day without attunement, or require carrying around an artifact.

    The Air Surrounds feels a little unconnected to the flavor of the rest of the artifact.

    I really like the concepts behind Two Visions, One Mind, Two Minds, One Vision, and Screaming Memories.

    I do worry about the duration of Two Visions, One Mind - if you're in the same scene as someone to activate the charm and give them the mask, how likely is it that they'll see something you don't? It feels more useful if you could give it to someone, then have them go somewhere else and experience something for you to replay, but I think that would generally involve a scene transition. Maybe it should upgrade with a higher essence or resonance, long-duration sense sharing seems a bit much for essence 1.

    For Two Minds, One Vision, I think it could use more specific rules for what you can and can't do while unaware of your surroundings. That is, can you try to attack, can you defend yourself, etc. If these restrictions are serious, I think it could easily end up being too strong to be a difficulty 3 gambit. I also could that, depending on how strong the effect is, the mote cost may be too high. (For effects that potentially take someone out of a fight, I'd be more inclined to gate them behind initiative cost than essence cost, since a high initiative cost forces you to engage with the combat system, while a high mote cost can often end a fight in the first action, but otherwise can force the fight into a long moteless slog, neither of which are the most fun)

    Screaming Memories feels a bit like an essence 3 charm then an essence 2 charm to me, though that's partially just because it's listed last and there aren't any higher essence evocations listed.

    Leave a comment:


  • zmefO
    replied
    Hey Everyone!
    This is a WIP / First Draft of an Artifact mask for our ongoing Solars campaign. I haven't really looked into designing evocations for 3e, so what i'm especially looking for is feedback on the powerlevel/cost of the evocations and obvious red flags XD

    Thanks a lot!

    Mask of Screaming Memories
    White and Blue Jade Mask ( o o o )

    The Mask of Screaming Memories is a almost featureless Kabuki mask, made out of white and blue Jade. It lacks distinct mouth and nose openings, and the white jade surface of the mask is only broken by sharp, symmetrical tears of dark blue jade around the eyes and the cheeks.
    A hearthstone socket is embedded in the position of the faces Third Eye.

    Attunement: 3m

    When attuned to an exalted wielder, the mask grants perfect recall of all events, and stores all sensory information of the wearer, experienced while wearing the mask. While wearing the Mask, the wielder has access to these memories and is able to replay and re-experience sensory stimuli. After being unattuned for a day, the Mask gradually looses these memories.

    Evocations

    All evocations of the Mask of Screaming Memories can only be activated when the attuned character is actively wearing the mask.


    The Earth Remembers (3m,Reflexive,Essence 1)

    Remembering a slight suffered in the past, the exalt roots her thoughts in the strength and solidity of earth. Her mind becomes a bulwark set in its ways. Add 2 to her resolve for any instill or inspire social actions that aim to change her opinion or weaken one of her intimacies.
    Additionally, the wielder may activate this evocation for 5m, 1wp with an infinite duration to negate any influence of the warping ways of the wyld on her mind and memories.

    The Air Surrounds (3m, Reflexive, Essence 2)
    Prerequisite: The Earth Remembers

    The wielder can sense hidden threats through air motion up to close range while in an enclosed space such as a room. This extends to short range at Essence 5 When she comes within range of a hidden enemy or danger, she rolls (Perception + Awareness) with double 9s to detect it. In order for her to If she fails her initial roll, she may reactivate this evocation once per subsequent round to detect the same threat.

    Two Visions, One Mind (5m, 1wp; Simple, 1 Scene, Essence 1)

    For one scene, the wielder of the Mask can lend the mask to a a different character. As long as this one wears the mask, the mask records her sensory sensations - but not memories. Afterwards the attuned character can review these impressions as if they were her own.

    Two Minds, One Vision (10m, 1wp; Simple, 1 Scene; Essence 2)
    Prerequisite: Two Visions, One Mind

    Setting the Mask upon someone else's face, the Exalt can make them view and relive a scene stored in the Masks memory. Affixing the Mask on an unwilling character's Face is a difficulty 3 gambit. A character that is being force fed a memory is essentially completely unaware of her surroundings. Tearing off the Mask requires a Difficulty 2 Strength + Athletics action that cannot be placed in a flurry.

    Screaming Memories (8m,1wp; Simple; Instant, Essence 2)
    Prerequisites: The Air Surrounds; Two Minds, One Vision

    A mouth made out of essence opens where there was none before and the Mask emits a silent scream. Riding on this scream are memories and experiences of the wielder that assault the senses all listeners. The exalt channels one of her negative Intimacies into a Decisive Attack against everyone within Short Range using Intelligence + Lore +the intimacy's rating. This attack deals lethal damage if the target is the subject of the Intimacy used for the attack or holds an opposing intimacy. The Intimacy used for this charm must have been formed while wearing the Mask. For the reminder of the Scene the intimacies rating is reduced by 1. Once per scene unless reset by strengthening the Intimacy to it's previous intensity within the same scene.
    Last edited by zmefO; 12-28-2020, 09:09 AM.

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  • Accelerator
    replied
    A set of paintings/ sculptures/ photographs that are created in a single set. All of them are exceptional works of art in and of themselves, but what truly shines is their ability to evoke emotions, bypassing things like cultural and language barriers to evoke a single emotion. This can range from something as broad as 'anger' or 'happiness' to more specific likes one 'nostalgia' and 'schadenfreude', to 'Sonder'.

    A large set composed out of hundreds, this set of artifacts are often separated out, and it is the goal of many collectors to finally finish their collection (it is a good thing they're so durable, what with the bullets flying around). The artifacts are used for many things, ranging from collateral and stores of value, to showpieces for guests, to the basis of sorcerous workings. One of them, 'Euphoria', was used as the center of a drug den.

    The artifacts, of course, have charms to enhance their own function, but that doesn't mean that they're not the equivalent of 20-dice social attacks slamming into you face first. They are very, very well done, such that even copies hold a portion of their power. Mere tracings of the original can easily be used as art pieces by themselves. In more futuristic settings with internet and high definition photography, such copies will be diffused and spread out throughout a population, though their effects would be no more potent than, say, a particularly beautiful photograph of a sunset or a well-made pinup of a stunningly attractive woman.

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  • JohnDoe244
    replied
    I'd like some help buffing this particular Evocation from this custom artifact for my Dragon-Blooded game:

    Form and Function
    Cost: -; Mins: Essence 2
    Type: Permanent
    Keywords:
    Duration: Instant
    Prerequisites: Don the Lady and any one Charm this Evocation enhances

    When adopting the guise of Lady Magnificent (whether through Don the Lady or other means, such as mundane disguise), the user may enhance the disguise further with physical props infused by the Essence of the Visage. This enhances the effectiveness of the user’s Larceny Charms – sample upgrades are described below:

    Naked Thief Style: User may activate this Charm (Essence/2, round down) times Reflexively and at no mote cost to include hidden items as part of her disguise.

    Rose-Among-Thorns Distinction: By incorporating an identifier, such as a uniform, letter of marque, or badge of office, of a criminal society she has previously studied into the Lady’s disguise, she may maintain a speciality in that group for as long as she maintains her disguise in addition to the single speciality normally allowed by this Charm.

    Bramble Purse Technique: By incorporating physical deterrents into her outfit, lining her pockets with brambles, working sharp blades into her belt and the like, she may activate this Charm Reflexively when adopting her disguise and the duration is changed to last for as long as the disguise is worn.

    ****

    The inspiration here is MMOs that let you enchant bonuses onto your armor. Kinda like how Evocations work in general, but especially for things like Gunshoza armor and the Cathedral of Sublime Annihilation (both in Arms) where the Evocations really represent upgrades.

    (I think we've all played Fallout 4 and put scopes on Pipe Rifles. Or Skyrim and enchanted bracers to enhance potion making. Enchantment? Enchantment! Spending rune stones. Upgrading armor slots. That sort of thing.)

    The idea is being able to tweak upgrade your disguises by making them more elaborate to unlock magical abilities. A grab bag of effects that require the character to actually do something rather than just spend more Essence. Effects that, individually, might not be worth an Evocation, but taken together offer more flexibility and power. Sort of a disguise dumping ground for ideas that are cool but not too powerful.

    As ST, I would like the artifact to interact with the Dragon-Blooded Charm set and buff some of the more "meh" Charms in DB Larceny. I really don't like the idea of pushing a player to buy "Celestial level" Evocations because their native charms suck -- I want something that synergizes rather than replaces. But I am painfully aware that as written this isn't worth 12 Dragon-Experience. Any ideas?
    Last edited by JohnDoe244; 12-05-2020, 10:22 AM.

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  • Heavenly Devil
    replied
    Originally posted by vampire hunter D View Post
    We have silk armor already. Or did you mean something else?


    Brainstorm: A gold (or whatever) cape or cloak that becomes animated and moves to block/parry attacks against you in a fight
    More the Gold Cloths from Saint Seiya.


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  • DarkWolff
    replied
    Here is a proof of concept for a weapon one of my players wanted for an upcoming game. I'd love to get feedback or ideas for more Evocations. The concept is for a weapon that can change shapes, but can be a little moody at times. I thought having it be created by Luna, have a shape library and a Tell would be very thematic. Thoughts?

    Ardunril, the Mercurial Blade (Moonsilver Blade, Artifact ••••)
    The Mercurial Blade was given to the Lunar known as Silver Blade in the early First Age as an reward for surprising and nearly besting Luna during a sacred hunt. Silver Blade was unaware of the true nature of her quarry until it intentionally transformed into the path of the blade. Luna's quicksilver blood ran down the blade, then spread to consume it. Moments later when the blood receded, a new being was awakened and Ardunril, the Mercurial Blade was born.

    Ardunril true form is that of a ornate moonsilver diakliave with a series of circular patterns along one side of the blade, a pattern that mimics the path Luna's blood ran when it first run down it. This pattern will always, in some way, manifest in any form the weapon takes in a manner similar to a Lunar Tell.

    The Mercurial Blade was lost during the conflict at Meru and considered destroyed. However, the blade currently sleeps in the form of an ornamental shortsword somewhere in the east.

    Attunement: 5m; Type: Medium (true form) (+3 ACC, +12 DMG, +1 DEF, OVW 4)
    Tags: Lethal, Melee, Balanced (true form)
    Hearthstone slot(s): 2
    Era: The First Age

    Special Activation Rules: Only Lunars or shapeshifters of comparable prowess resonate with Ardunril. Sacred Shapes awakens at no cost upon attuning to Ardunril.

    Sacred Shapes
    Cost: —; Mins: Essence 1
    Type: Permanent
    Keywords: Resonant, Dissonant
    Duration: Instant
    Prerequisite Charms: None

    It is Ardunril's wish to feel the touch of every blade in Creation and beyond. The first time in a scene Ardunril successfully parries a melee weapon whose shape it does not know, Ardunril will assume that weapon's shape until the end of the following round. If, during that time, it is used to sucessfully attack or clash the same weapon it's Tell will glow in a manner similar to a Lunar anima banner at the glowing level. From that point on, Ardunril will learn that weapon's shape permanently.

    A user may prevent Ardunril from taking on a new shape in this manner for the rest of the scene by spending a point of Willpower. However, doing so too often will cause it to rebel against it's owner, causing them to temporarily become dissonant with it until Ardunril learns a new form or the light or the next night.

    Resonant: Users resonant with Ardunril may prevent it from shapeshifting without spending Willpower.

    Dissonant: Users dissonant with Ardunril may not prevent it from shapeshifting.

    Mutable Form
    Cost: 4m; Mins: Essence 2
    Type: Supplemental
    Keywords: Resonant, Dissonant
    Duration: Indefinite
    Prerequisite Charms: Sacred Shapes

    Upon activating this Evocation, Ardunril takes the shape of another weapon in it's library. The form persists as long as the commitment lasts. Magic materials other than moonsilver can be mimicked through the use of this Evocation, but are not truly present. As the Mercurial Blade, Ardunril vastly prefers to be a bladed weapon and will only take non-bladed forms at the behested of resonant users. If this happens too often, it will rebel and become dissonant in the same manner as detailed in Sacred Shapes.

    Ardunril may activate this Evocation itself reflexively (and at no cost) to shapeshift in dramatically appropriate moments at the Storyteller's discretion. When this happens, Ardunril's Tell glows like a Lunar anima banner at the glowing level. This may happen regardless of whether or not the Exalt has awakened this Evocation. Ardunril will return to it's true form at the end of the scene.

    Special Activation Rules: This evocation awakens at no cost when Ardunril learns a new form.
    Last edited by DarkWolff; 12-02-2020, 05:17 PM.

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