Another Artifact Design

Ker'ion

Primordial of Abstract Logic
Here's another Artifact design I came up with, based off of the Power Mace on page 78 of the Wonders of the Lost Age book:


I AM Product Registration Code: OSt-2314867864123148


Devestating Mace Of The Sun-Blessed (Artifact Level 5)


"Made of Orichalcum and Starmetal, this powerful weapon sports four blasting rods that sprout from the end of the mace to increase your blasting pleasure. This improvement will enhance your experience, whether you are destroying those pesky Fair Folk or disciplining your wayward servants."


"Enhanced with the powers of thrice refined Orichalcum, the glorious metal of the blessed Unconquered Sun, and Starmetal gleaned from only the finest gods, all legally aquired, of course, this fine weapon will be the centerpiece of your collection for years to come."



Melee Damage Statistics:


Hand-to-Hand (lethal) -


Speed: 4, Accuracy: +8, Damage: +20L/5, Defense: +5, Rate: 3, Minimums: Strength of 2, Attune: 10, Tags: O, P


Hand-to-Hand (bashing) -


Speed: 4, Accuracy: +18, Damage: +25B/5, Defense: +5, Rate: 3, Minimums: Strength of 2, Attune: 10, Tags: O, P


Ranged Damage Statistics:


Ranged (lethal) -


Speed: 4, Accuracy: +6, Damage: 15L*, Rate: 6, Range: 125, Cost: 3 motes/attack, Minimums: Strength of 2


Ranged (bashing) -


Speed: 4, Accuracy: +6, Damage: 20B*, Rate: 6, Range: 175, Cost: 3 motes/attack, Minimums: Strength of 2


*These attacks inflict one level higher damage type versus Creatures of Darkness (ie. bashing to lethal and lethal to aggravated).
 
That's...incredibly boring. All you did was make its stats ridiculous. There's already a ton of cheez-whiz weapons out there, and at least they make the pretense of not looking like one. This doesn't add anything to a game whatsoever.
 
I must say I agree...


There's nothing worthy of 5 dots here... it's a very very powerful powermace... but it has absolutely no flavour. :|
 
Some potential for a game that doesn't take itself seriously, but it would take some retooling to fit. An overwhelming tag of 500 with damage of -20 would help.
 
Artifact weapons should stop adding stats at around the 3-dot level, opting to add more unique powers after that to supplement an already impressive combative prowess. Now, first this really isn't a made up artifact, its a pile of dice. But, heres a suggestion of something more appropriate (And awesome)


Fist of the Heavens


Starting from scratch using the basics for a simple gore-maul


Speed: 5, Accuracy: +1, Damage: +16B/4, Rate: 2


Since this is a 5-dot, there's no real harm in adding a few more dice to keep most combat mongers happy, kicking the accuracy up four dice, the damage by four, and the rate by 1


Speed: 4, Accuracy: +5, Damage: +20B/4, Rate: 3- This realistically puts it at a lower to mid four-dot made exclusively for battle.


Looking at other pre-existing 5 dot artifacts for inspiration (This is no easy task, making one from scratch).. Hell, lets use the Daiklave of Conquest. Very amazing powers for both the Dawn General and the Solo-Dawn army. As a hammer, it can probably be agreed that having some sort of destructive capabilities would be in order.


Fury of the Titans (Simple, Speed 5): The Lawgiver raises his hammer high into the air to salute the Sun in all its iconic glory. For that one moment, the earth holds still and all of the denizens beneath creation raise their ears to listen for the coming storm. With one crashing blow, the hammer tears into the earth, shattering and rending all that stands before the Lawgiver in defiance.


Mechanically: This takes one tick longer due to the saluting of the Sun. The effect deals say.. 40 health levels of damage (Unsoakable) to all inanimate objects within the wielders (essence x 10 yards), 30 within (essence x 20) and 20 to (essence x 30). (This attack works in a 90 degree arc in front of the wielder). Now, anyone standing in the path of such an attack must make a (Dexterity + athletics) roll to keep their footing, Difficulty of say.. 5 (-1 for each lowered increment of damage). Failure results in them falling into the cracks and gashes torn into their earth, causing them to suffer 10B (Dice) which will ignore armor and require a misc. action to climb out of said hole. Success means they're still capable of keeping their footing, but have their actions delayed by 3 ticks (Gaining 8 or more successes on the roll to remain stable lowers the delayed action penalty to just 1 tick)


This is sure to slay any extras, and prove more than adequate against any opponent. Even with this, I think this is far from a 5-dotter
 
Slight suggestion, saying "Hey, hey you're doing it wrong" over and over doesn't do much. Trying to say, help, generally is more useful.
 
So, how should I change it?


I wanted to go with the uber greatclub-gatling gun versus Creatures of Darkness motif.


I AM Product Registration Code: OSt-2314867864123148


Devestating Mace Of The Champion (Artifact Level 5)


"Made of Orichalcum and Starmetal, this powerful weapon sports three blasting rods that sprout from the end of the mace to increase your blasting pleasure. This improvement will enhance your experience, whether you are destroying those pesky Fair Folk or disciplining your wayward servants."


"Enhanced with the powers of thrice refined Orichalcum, the glorious metal of the blessed Unconquered Sun, and Starmetal gleaned from only the finest gods, all legally aquired, of course, this fine weapon will be the centerpiece of your collection for years to come."



Attunement: 10 (this value is for Solars AND Sidereals)


Melee Damage Statistics:


Hand-to-Hand (lethal) -


Speed: 5, Accuracy: +6, Damage: +20L/5, Defense: +4, Rate: 3, Minimums: Strength of 2, Tags: O, P


Hand-to-Hand (bashing) -


Speed: 5, Accuracy: +6, Damage: +25B/5, Defense: +4, Rate: 3, Minimums: Strength of 2, Tags: O, P


Ranged Damage Statistics:


Ranged (lethal) -


Speed: 5, Accuracy: +4, Damage: 15L*, Rate: 6, Range: 125, Cost: 3 motes/attack, Minimums: Strength of 2


Ranged (bashing) -


Speed: 5, Accuracy: +4, Damage: 20B*, Rate: 6, Range: 175, Cost: 2 motes/attack, Minimums: Strength of 2


The Grace of the Unconquered Sun: The wrath of the shining ones is unwavering in it's righteous justice against any who would stand against the very fabric of Creation, destroying them utterly, with no remose for their baseless existence.


All attacks done with the Devastating Mace of the Sun-Blessed automatically inflict one level higher damage type versus Creatures of Darkness (ie. bashing to lethal and lethal to aggravated).



The Maidens' Displeasure: Those who forsake their destiny by trying to go against the champions of Creation will pay for such a transgression with their very lives.


For 5 motes, a glorious spray of searing golden light flows out in a 90 degree arc that fires off all three blasting rods and uses up half of the ranged rate. This tremendous blast does the normal 15 dice of lethal or 20 dice of bashing damage that a normal shot would, but hits everything inside the spray up to your Essence x5 yards away.



Due to the power of such a blast, the weilder must make a [stamina + Resistance] roll at a difficulty equal to their own permanent Essence score to resist knockback. For every success they get, reduce the distance they are thrown back by a yard.



In addition, everyone (including the owner) within a yard of the weapon or caught in it's blast must make a [stamina + Resistance] roll versus the attuned Exalt's permanent Essence score or suffer a -1 penalty for [the weilder's Essence score x 5] ticks due to the thunderous noise that acompanies each shot. This effect overlaps each time this power is used (ie. -2 for twice, -3 for three times, etc.).



I lowered the physical power of the weapon and added another power to the list.


The addition to it's physical stats (not including those given to it by the Metals it was created from) is now:


Hand-to-Hand -


Speed: +0, Accuracy: +2, Damage: +8 with a bonus +1 overwhelming, Defense: +2, Rate: +0


Ranged -


Speed: +0, Accuracy: +0, Damage: +2, Rate: +4, Range: +15 for lethal and +25 for bashing, Cost: +0 motes/attack


I lowered the mote cost because it was an extra mote for each shot for a measly 2 more damage dice.
 
Now that's more like it Mr Wayne...


Still, not powerful enough for a level 5, it would be a powerful level 4.


I'll make suggestions during the day.
 
cyl said:
Now that's more like it Mr Wayne...
Still, not powerful enough for a level 5, it would be a powerful level 4.


I'll make suggestions during the day.
A couple more powers?
Zenith Caste power?


Replicate Charms?
 
You're still looking at an unwieldy dice cluster. You've also got a lot of mixed up abilities which can make bookkeeping tricky.


I suggest you simplify first. Cut down the artifact to its minimums. Then build on powers that compliment eachother. The way you're going, you're more likely to get a mass produced swiss army mace without a compelling facet to its name.
 
first. gun club doesn't feel great to me. this doesn't mean you cant make a mace with ranged attack. i would go with a wave of force propagated from the swinging head flying out to the target. this is much as i conseved the description of force projection weapons (WotLA).


now for your anti creatures of darkness mace.


when wielded in battle and activatd by a solar for 8 motes the oricalcum shines with the glory of the unconquered sun as bright as a 16 mote anima banner any body that looks at the wielder (as to make an attack) will be flash blinded as looking at the sun. -2 dice for all tests involving vision until you look away for at least as long as you looked at it. against creatures of darkness the damage done is far greater. it is not enuff to close your eyes (or not have them). locate the wielder by sound and you hear the glory of US. sniff him out and you will smell his glory. even to remember where the wielder was will force you to remember the the glory of light from which you are banished. the glory of the unconquered sun burns creatures of darkens for one dice of aggravated damage for every action taken that gives serious consideration to the wielder (mostly attacking him but also cutting a bridge so he cannot use it or moving to block his advance), this may not be evaded by anything les than a perfect effect. while there is no compulsion many creatures of darkens choose panicked flight as a response to this weapons being unleashed.


yeh, that would make an atifact 5 weapon in my book.
 
first. gun club doesn't feel great to me. this doesn't mean you cant make a mace with ranged attack. i would go with a wave of force propagated from the swinging head flying out to the target. this is much as i consieved the description of force projection weapons (WotLA).
I always looked at the Power Mace as a 'gun club' ie. a club with a ranged blast attack. I was building on this idea.
You're still looking at an unwieldy dice cluster. You've also got a lot of mixed up abilities which can make bookkeeping tricky.
I suggest you simplify first. Cut down the artifact to its minimums. Then build on powers that compliment each other. The way you're going, you're more likely to get a mass produced swiss army mace without a compelling facet to its name.
The stats of the Devastating Mace of the Champion are not significantly increased from the stats of the Power Mace:
Hand-to-Hand -


Accuracy: +2, Damage: +8 with a bonus +1 overwhelming, Defense: +2


Ranged -


Damage: +2, Rate: +4, Range: +15 for lethal and +25 for bashing


The bonus versus Creatures of Darkness is automatic and I minorly altered the spread shot to incorporate a bit of the idea of the first bonus. The original idea of the spread shot was as a next step up to the multiple shots idea.
 
Let's try this again:


I AM Product Registration Code: OSt-2314867864123148


Devestating Mace Of The Champion (Artifact Level 5)


"Made of Orichalcum and Starmetal, this powerful weapon sports three blasting rods that sprout from the end of the mace to increase your blasting pleasure. This improvement will enhance your experience, whether you are destroying those pesky Fair Folk or disciplining your wayward servants."


"Enhanced with the powers of thrice refined Orichalcum, the glorious metal of the blessed Unconquered Sun, and Starmetal gleaned from only the finest gods, all legally aquired, of course, this fine weapon will be the centerpiece of your collection for years to come."



Attunement: 10 (this value is for Solars AND Sidereals)


Melee Damage Statistics:


Hand-to-Hand (lethal) -


Speed: 5, Accuracy: +6, Damage: +20L/5, Defense: +4, Rate: 3, Minimums: Strength of 2, Tags: O, P


Hand-to-Hand (bashing) -


Speed: 5, Accuracy: +6, Damage: +25B/5, Defense: +4, Rate: 3, Minimums: Strength of 2, Tags: O, P


Ranged Damage Statistics:


Ranged (lethal) -


Speed: 5, Accuracy: +4, Damage: 15L*, Rate: 6, Range: 125, Cost: 2 motes/attack, Minimums: Strength of 2


Ranged (bashing) -


Speed: 5, Accuracy: +4, Damage: 20B*, Rate: 6, Range: 175, Cost: 2 motes/attack, Minimums: Strength of 2


The Grace of the Unconquered Sun: The wrath of the shining ones is unwavering in it's righteous justice against any who would stand against the very fabric of Creation, destroying them utterly, with no remose for their baseless existence.


All attacks done with the Devastating Mace of the Sun-Blessed automatically inflict one level higher damage type versus Creatures of Darkness (ie. bashing to lethal and lethal to aggravated).



The Maidens' Displeasure: Those who forsake their destiny by trying to go against the champions of Creation will pay for such a transgression with their very lives.


For 5 motes, a glorious spray of searing golden light flows out in a 90 degree arc that fires off all three blasting rods and uses up half of the ranged rate. This tremendous blast does the normal lethal or bashing damage that a normal shot would, but hits everything inside the spray up to your Essence x5 yards away as well as creating a brilliant explosion of star speckled light and a thunderclap as the Maidens force everyone nearby to retreat from their chosen champion that he may meet out their punishment in due time.



Due to the power of such a blast, the weilder must make a [stamina + Resistance] roll at a difficulty equal to their own permanent Essence score to resist knockback. For every success they get, reduce the distance they are thrown back by a yard, with the original amount being their Permanent Essence in yards).


In addition, everyone (including the owner) within a yard of the weapon or caught in it's blast must make a [stamina + Resistance] roll versus the attuned Exalt's permanent Essence score or suffer a -1 penalty for [the weilder's Essence score x 5] ticks due to the thunderous noise that acompanies each shot. This effect overlaps each time this power is used (ie. -2 for twice, -3 for three times, etc.). Creatures of Darkness double the difficulty of the roll and double the penalty that is applied to them.



And a bit of an alteration on zombie cat's idea (thank you, btw, even though I think either version makes it a Legendary Artifact):


Wrath of The Incarna: How dare the fiends of Malfeas and the Wyld or their servants attempt to even stand before the might of the Celestials' chosen. Any who gaze upon their full glory and still have the gall to do them harm shall be destroyed in recompense for this attrocity.


When wielded in battle, this power can be activated by a Solar for 8 motes. Doing so causes the Oricalcum to shine with the glory of the Unconquered Sun, mimicking the appearance (but not the effect) of the Zenith's Anima banner at the 16 mote level. Anyone within [the Exalt's Essence x5] yards that looks to attack the wielder or block him from his chosen course will be flash blinded as if looking directly at the sun. If the target cannot see, his mind will be seared as if the Sun had burned it to the core. All battle related tests are rolled at -2 dice until you look away for at least as long as you looked at the Exalt. Against Creatures of Darkness the damage done is far greater.


Any Creature of Darkness must roll their Willpower + Essence versus a difficulty of the Exalt's Essence every time they try to take action against the wielder, failure means they cannot attack as they are stricken with the glory of all of the Inacarna shining down on the target, burning the creature of darkness for one dice of aggravated damage for every tick until they flee from the area. This may not be evaded by anything less than a perfect dodge. While there is no compulsion, many creatures of darkness choose panicked flight as a response to this power being unleashed (a Valor roll with a difficulty of half of the Exalt's Essence).
 

Users who are viewing this thread

Back
Top