Choose Your Instrument [custom stuff thread] [The Silver Apples of the Moon, the Golden Apples o]

Jukashi

Four Thousand Club
Almadar


Artifact 5


The primordial war almost destroyed Creation, and the tragedies it left in its wake were innumerable. And yet, the Exalted took what gains they could from their victory. From it they gained their demon servants, the secrets of sorcery, the knowledge that the Yozis held. And, in one of the war's many battles, a Solar and Lunar pair stole a fang from the mouth of the Ebon Dragon himself. It is this same fang that became the bladed tip of Almadar, the Dark Spear.


Once, it was a thing of elegance, the haft a delicate meshwork of orichalcum and moonsilver, long and straight as light itself but graced with flowing curves and spirals, sweeping upwards to encircle and capture the base of the fang itself, a shard of uttermost shadow that appeared as a moving hole in Creation's substance. It was a representation of the mastery of the Exalted over the Yozis... or, so was intended. Over the thousands of years since then, it has become warped and twisted, the orichalcum buckling, as if the fang has been striving to escape, while the moonsilver has shifted into rougher, more aggressive lines to keep the weapon whole and the primordial fragment contained. Despite this, the spear remains as deadly- perhaps more so- as it has ever been.


Almadar has the curious quality of needing a master. In absence of its original owner, it will accept even a mortal as its wielder, and those Exalts who have come into its ownership have learned it is often best left that way, for the spear has subtle influence over its owner and it is best not given to one with much power of their own.


---------


Speed 5; Accuracy +3; Damage: +8L/12L; Defence +2; Rate 2; Range 30; Mins: Str 2; Attune 10; Tags: 2, L, R, T


Almadar counts as both an orichalcum and moonsilver weapon, gaining the material bonuses appropriate to the user. In addition to the normal method of mote commitment, it can also be attuned by the expenditure of 2 temporary willpower every day. It possess a single hearthstone slot. When thrown, it deals Piercing damage.


Qualities:


Shadow Pierce:


If Almadar strikes something's shadow, it deals damage as if it had struck the corresponding part of the shadow's owner. In conditions of no shadow (that is of omnidirectional light, of no light or when shadows are too small, such as noon) this is useless and the spear must be used as normal, but when a target does cast a shadow it can reduce their DV by one to four, depending on how far or large their shadow is being cast, and allow strikes from a considerable distance. If Almadar is left stuck through the shadow, the target will also be pinned as if the spear were used to affix them to the surface on which the shadow rests.


Shadow Walk:


If the owner of the spear expends a dot of willpower, Almadar can turn any shadow into a deeper, void-like gate through which they can step and emerge through another shadow. The time taken to traverse the distance is the same as it would normally take the user to move through Creation; they simply make the journey through a different realm of existence... the body of the Ebon Dragon.


So long as the character brings no strong source of light with them, the primordial will probably not notice their passage. The character may breathe, and they will find a surface beneath their feet on which to walk, or run, or a substance through which they can swim or fly; they cannot see anything, however, except subtle "folds" in the darkness around them that represent shadows in their own world, and through which they can exit again. Distance and direction correspond (roughly) to that in Creation.


Return:


A Solar or Lunar who is attuned to the weapon may mentally command it to return to them: it will sink into a pool of shadow, which will then move across floors, walls and other surfaces until it reaches their side and returns to being a spear.


Awaken:


By spending a dot of willpower and providing either five motes of essence or five health levels' worth of blood, Almadar's owner can awaken the fragments of primordial will that remain in the Ebon Dragon's fang. For the rest of the scene, it will burn with a strange anti-light that makes dark shades strong and bright colours pale and grey, and possess a mighty vigour as it thirsts for vengeance against the living and the dead of Creation. It gains +5 to Accuracy and Damage and deals Aggravated damage to servants of the Incarna while in this state. It will not harm its master, but for the duration of its awakening they will hear echoes of the Ebon Dragon's not-voice whispering in their ears, tormenting them with knowledge and tempting them with its advice; they must resist periodical social attacks as decided by the Storyteller. The fang is not really alive, but its original master was a being beyond comprehension, and the difference can seem slim.


It is probably a very bad idea to use Almadar's shadow-walking power while it is Awakened. No-one has ever tried it. Each time the spear is Awakened, its form changes a little more, twisting further from its original shape.
 
The P AND T tags are not in the original design of the spear/lance, so I think it should stay that way, especially if you give it additional acc and damage vs certain types of spirits/creatures.
 
Artifact â—â—â—â—â— ("The Great Axe")


The Great Axe is an ancient and potent mystical instrument, forged and a deadly weapon as well. The origin of this legendary artifact is lost. Some say it was a lesser creation of Autocthon himself, while others claim that it was the gift of a master Twilight craftsmen to her Lunar mate. Whatever the case, it somehow ended up in Luna's possession, and was a gift to Dis during his Exaltation. It is a beautiful, shimmering thing that feels alive in the wielder's hands, and is entirely made from moonsilver.


Attuning to the guitar requires that one also possess the Pick of Destiny, and a commitment of eight motes of Essence. Once committed, the Axe is among the most sublime of instruments. Not only does it resonate with the wielder's mind and produce the exact notes the wielder wishes, but it is capable of replicating the sounds of almost any stringed instrument, in addition to its normal sound, which is... unique to say the least, given that electric guitars are incredibly rare in Creation. Any Perform checks made using the Axe are granted a three-die bonus. Furthermore, the music has a compulsive quality. Reduce the MDV of any targets affected by a charm or social attack that includes the Axe by [Essence].


The other power of the Axe is that it is... well, an axe. It possesses no hearthstone settings, but there is a single slot where the Pick of Destiny may be inserted. When this happens, a word of command causes the guitar to shift, the strings sinking into the body to allow one better grip and balance, and a blade of shimmering silver Essence springs forth, making the weapon functionally identical to a Moonsilver Grand Grimcleaver.


Inserting the pick into the Axe provides one additional offensive option. By expending a number of motes up to one's dots in Performance, and instead of converting the guitar into its Grimcleaver form (Though this may be done later by the same method as above), it allows the wearer to make a ranged attack at [Essence x 8] yards. The air ripples and distorts as a bolt of pure sonic force launched forth. The attack roll is [Dexterity + Performance] This attack is unblockable, though it can be dodged. It has the Piercing tag, and a Lethal damage bonus equal to twice the number of additional motes spent over the activation cost.


[stats: Accuracy +0, Damage + (2*m) Range ( Essence x 8 ) Tags: P]


Artifact â—â—â— ("The Pick of Destiny")


The Pick of Destiny is a small pick of pure moonsilver, designed as a companion to The Great Axe. Most of its utility is simply that it allows one to play The Great Axe, an instrument too potent for lesser picks to manipulate, and it also functions as a mystic power source for some of the Axe's more potent abilities. In addition, however, it has one other extremely useful feature. For any Charm that normally uses Performance or Presence as its ability, and in any case where one could reasonably play The Great Axe as part of using that charm - for example, attempting to coerce or convince a crowd by playing a song rather than delivering a speech - one may do so, and substitute a Perform check for whatever check would normally be used. This artifact requires a commitment of 2m.
 
Resplendent Limb Wrappings, Artifact 3


The Resplendent Limb Wrappings are lengths of fabric infused with all four (at the time) Magical Materials, woven under auspicious circumstances and with certain blessed materials above and beyond the magical metals. Attuning to these wraps costs six motes. When attuned, the fabrics wrap themselves around the limbs of the user and aid a great deal in synchronizing his or her essence with her attacks and defenses. Mechanically, the character adds his or her Essence rating to her attacks' Accuracy, Defense, and Damage ratings, can choose to inflict Bashing or Lethal damage at will, and can parry lethal attacks unarmed without a stunt.


(This artifact functions as a lesser version of the Perfected Kata Bracers, with one advantage and a number of disadvantages compared to that artifact. Advantage: Unlike the Perfected Kata Bracers, the Resplendent Limb Wrappings do not require the activation of a Form Charm to function. Disadvantages: On the other hand, the Bracers offer hefty Magical Material bonuses to those attacks, and also the stat bonus to attacks applies to form weapons - even artifact form weapons. The Wrappings only enhance barehanded unarmed attacks and clinches, and wouldn't even apply to natural attacks involving bites or the like, and would certainly not enhance other weapons.)


(Admittedly I already got approval for it, but everyone else is posting here and I didn't want to be left out :( )
 
cyl said:
The P AND T tags are not in the original design of the spear/lance, so I think it should stay that way, especially if you give it additional acc and damage vs certain types of spirits/creatures.
Those are a deliberate addition, y'know. I suppose I should add some persistent drawback, instead of just risks when you use certain things. Any ideas?
 
Jukashi said:
cyl said:
The P AND T tags are not in the original design of the spear/lance, so I think it should stay that way, especially if you give it additional acc and damage vs certain types of spirits/creatures.
Those are a deliberate addition, y'know. I suppose I should add some persistent drawback, instead of just risks when you use certain things. Any ideas?
My issue is, especially with adding the P, is that's a major advantage that tends not to get captured in the cost of items. Versus comparable "dots" worth of artifact armor (ignoring the very upper end things like Celestial Battle Armor), a non-piercing weapon is at rough parity in terms of damage vs. soak, but a P weapon has a considerable edge.
 
Jukashi, Almadar is very cool but the mote cost is way low for the powers involved. Boost it up to 10 motes, please. Also, I'm thinking it should only count as piercing when thrown (acting like a javelin).


WhiteKnight777 (is it okay if I leave the numbers off your name?), the Great Axe seems a bit weak for what is essentially Artifact 8 (since you have to have the pick). Leave off the committing extra Essence to turn the Great Axe into an axe - that can be free when you insert of Pick of Destiny. (*Snerk* Insert.) Instead of spending 6 motes to fire a lethal riff, you can do it for free (though you still need to spend motes to buy up the damage as written, with an upper limit of [performance].) To balance things, the Pick of Destiny can require a 2m commitment of its own.
 
trowizilla said:
Jukashi, Almadar is very cool but the mote cost is way low for the powers involved. Boost it up to 10 motes, please. Also, I'm thinking it should only count as piercing when thrown (acting like a javelin).
WhiteKnight777 (is it okay if I leave the numbers off your name?), the Great Axe seems a bit weak for what is essentially Artifact 8 (since you have to have the pick). Leave off the committing extra Essence to turn the Great Axe into an axe - that can be free when you insert of Pick of Destiny. (*Snerk* Insert.) Instead of spending 6 motes to fire a lethal riff, you can do it for free (though you still need to spend motes to buy up the damage as written, with an upper limit of [performance].) To balance things, the Pick of Destiny can require a 2m commitment of its own.
Sounds groovy. Would it be acceptable to have it reduce MDV's by (Essence) instead of two, as well? or is that too much? As you say, it does seem a bit weak, all things considered. I might juggle things around a bit. My basic thought was to put it on part with something like Celestial Battle Armor, only with the Pick instead of a Hearthstone.
 
WhiteKnight777 said:
trowizilla said:
Jukashi, Almadar is very cool but the mote cost is way low for the powers involved. Boost it up to 10 motes, please. Also, I'm thinking it should only count as piercing when thrown (acting like a javelin).
WhiteKnight777 (is it okay if I leave the numbers off your name?), the Great Axe seems a bit weak for what is essentially Artifact 8 (since you have to have the pick). Leave off the committing extra Essence to turn the Great Axe into an axe - that can be free when you insert of Pick of Destiny. (*Snerk* Insert.) Instead of spending 6 motes to fire a lethal riff, you can do it for free (though you still need to spend motes to buy up the damage as written, with an upper limit of [performance].) To balance things, the Pick of Destiny can require a 2m commitment of its own.
Sounds groovy. Would it be acceptable to have it reduce MDV's by (Essence) instead of two, as well? or is that too much? As you say, it does seem a bit weak, all things considered. I might juggle things around a bit. My basic thought was to put it on part with something like Celestial Battle Armor, only with the Pick instead of a Hearthstone.
Reducing MDVs by [essence] sounds good to me.
 
Raaah... not really custom but... I can has Gem of Perfect Mobility ? This one's a must for Martial Artists :mrgreen:
 
Come to think about it... what about a weapon 3 in 1.


I'm thinking of an orichalcum manthresher with a moonsilver chain. When the two handles are joined, and a specific command is given, the weapon spreads itself in an harmonious silver and gold Wrackstaff (considering only the Bashing Stats), and another specific command would break the wrackstaff into a serpent sting staff.


I think the rating should be around 3-4 (since all those weapons are 2 dots), and the attunement cost would be somewhere 6-7 (5 for the wrackstaff + 1 or 2). No HS setting would make it a good 3 dot I guess.
 
Alright, here's my problem: I don't *want* powered armor. I'd like the more mundane artifact armor, because well...that's how I see the character. But they just aren't balanced. For 3 dots of Core-Book armor, I can get a Reinforced Breastplate with the appropriate material bonus:


Soak: +12L/+11B Hardness 9L/9B, -1 Mobility, Fatigue 1, Attunement 4


For the same cost:


Gunzosha Commando Armor:


+9L/+9B Hardness 5L/5B, Mobility -3, Fatigue 2, Attunement 5


With +2 to Awareness, +2 to all attacks, +1 Parry DV, +4 to Stealth, +2 to Str, Double Speed, some bashing damage regeneration, +2 Resistance


Sentinel Defense Force Armor:


+7L/+6B, Hardness 4L/4B, -2 Mobility, 1 Fatigue, 4m


With +2 Awareness, Double Speed, +2 Resistance, the regeneration, some knock-back protection, and a +1DV melee, +2DV ranged shield with the option to build a wall of force.


Admittedly, both of these come with a maintenance requirement, but to anything approaching a functional circle of Solars, that shouldn't be that hard. The "mundane" armor does have a slight edge in the armor categories, but against piercing weapons, which are absurdly common, 6 vs. 4.5 or 3.5 isn't that impressive.


Basically, I'm really struggling in my mind to justify taking the regular breastplate. I'm not trying to make a super-optimized combat killing machine, but I'd like to at least build a functional character. Any ideas?
 
Ruling on armor: all artifact armor from the Core book now cost only half as many dots, rounded up. For example, 5 dot armor is now only 3 dots, etc..
 
Harmonic Ribbon Symphony


The Harmonic Ribbon Symphony is an old artifact that's relatively simple but finds little use in the modern day. It consists of two to six ribbons with one end splayed, with the cuts going about an inch or two. The length of the ribbons vary and has no particular effect. When unattuned, the ribbons are stiff and brittle. Upon attunement, they act as any other ribbon, and by spending a mote, the ribbons take on a life of their own. They flap around in the air even if there is no wind, and create music of the user's choice when he or she is in motion; the quality of the music depends on the person's imagination and musical talent. It is best at replicating string instruments, but the user can focus and make a cacophony of sound, or music so fluid and harmonic that the user becomes more difficult to strike. A peculiar trait is that the Harmonic Ribbon Symphony can create no sound or rather, the lack of sound. This zone of silence extends to (character's Essence x 2) yards. The silence can be adjusted, but it affects everything within the zone. The intensity of the silence can be altered.


Artifact ***


Attunement 3


When attuned, the Harmonic Ribbon Symphony adds four dice to any performance roll. These dice can be added to any extra dice gained from charms. The only requirement is that the user is in motion. Although the ribbons seem to wave even when there's no wind, they only produce sound when they were in contact with moving air.


By spending three motes and one willpower, the ribbons may emit a harmonious tune or a cacophony of sounds that make the user more difficult to hit, giving a -3 external penalty to attacks melee or martial arts attacks directed at the user. While anyone can hear the sounds, they only become intense near the user; ranged attackers do not suffer from the effects even if it offends their ears.


To activate the zone of silence, users must commit four motes and the silence remains as long as these motes are committed. The silence affects sorcery incantations, and non-mundane sounds unless the charm, combo, or artifact uses more than four motes. If they wish to alter the strength of the silence, one point of willpower must be spent. Additionally, this silences even essence-laden sounds.
 
Just out of curiosity, does everyone think my artifacts are well balanced? Don't want to be overpowered, but don't want to be the opposite, either, and I've never designed custom artifacts before.
 
Wick:

Code:
Artifact 3: Red jade Dire Lance, standard Dire Lance stat.s, attuning to the Jade of the Artifact grants the usual Magical Material bonuses of Spd -1, Dmg +1. Base attunement is 6 motes. Any attuned user may spend 2m when attacking with Wick to make the attack 'piercing' against Creatures of Darkness and able to affect immaterial CoDs, although it confers no ability to sense such beings. Wick has one Hearthstone socket.

(Base Artifact 2, conditional attunement balances out 5MM bonuses. Most Solars would use their own Holy Charms against CoDs and Golden Janissary is a Terrestrial Style so having the base material be Jade makes sense. The additional Holy effects are considerable advantages when fighting appropriate opponents, comparable to Ghost Cesti, but must be paid for per attack and grant no advantage in plenty of other circumstances which justifies a lower-than-usual base attunement for a 3-dot Artifact.)

History: The story in the library at the Temple of the Golden Fist is that near the end of his mortal life Thrice-Bright Hamsa didn't want his righteous flame, the metaphysical source of a Janissary's power, to gutter out with his material shell. He went into the Apsara Mountains to the east of the temple and when he returned he bore Wick. Thrice-Bright Hamsa proclaimed that the spear bore his righteous flame which would now forever aid and guide the Order of the Golden Fist in their vigil. But with that investiture he would no longer be able to lead that vigil himself, so he gave the spear to Five-Tongue Anu and named her the Sixth Sifu of the Order of the Golden Fist, staying on just long enough after that to see her properly invested.


The truth is that Hamsa was an old man, and had just learned that he was very sick. He would not last the year and his protege, Five-Tongue Anu, did not have the support of the Order. She was a masterful fighter with keen insight into people and situations, but had little skill at leading and the rest of the temple leadership did not respect her.


Hamsa went for a trip into the mountains to think (he was old but not infirm, not yet...). In his wandering he found a cave that he did not know, which had to be rectified. He found there the site of an ancient battle, and the signs of sorcery and demon worship, and strangely enough a skeleton carrying an Artifact spear. Unknown to Hamsa night had fallen outside, and as he inspected the corpse more closely the ancient and mad hungry ghost of the long-dead Dragon-Blood leapt at him to gorge itself on his life and flesh. Hamsa was taken by surprise, and after escaping the wraith's initial grasp he instinctively went for the spear and forced his Essence through the weapon. The skirmish was over shortly after that and Hamsa realized that he had found the answer to all his problems. He returned to his temple and told his brethren the story of the spear's crafting and of his sacrifice. Now the Order did not have to follow Anu, it could follow Wick.


He stayed on long enough to guide Anu and the Temple through the transition and to make sure his ploy took, and then Hamsa retired from the Temple of the Golden Fist. He spent his last days in contemplation of the wonders of Creation he had spent his life protecting, and died peacefully. A shrine is dedicated to Thrice-Bright Hamsa and his service at the Temple's main altar. Five-Tongue Anu went on to become Nine-Tongue Anu and one of the most celebrated Sifus of her Order, 'guided' by Wick.
 
New Virtue Flaw:


Will of the Fated [Conviction]


The Solar's only goal becomes the fulfillment of their Motivation. Concerns like prior obligations, the lives of others and property damage are inconsequential to them. The Prince of Creation can focus on only the fulfillment of their driving ambition and takes a -2 internal penalty to any action that does not relate to it. This Limit Break lasts until the sun next crosses the horizon. Condition: The Solar consciously passes up an opportunity to advance their Motivation. Such decisions are often 'reconsidered' in the throes of a Limit Break.
 
Panoply of the Demon Hunter: 5 dot celestial armor


In the first age, the shadowland problem was not really a problem... most of the savants of the time saw it as nothing but another plan to explore with different rules, which could be bent. After the Black Nadir came out of the Labyrinth with the secrets of Necromancy this was even more true.


Bored exalts would make safaris into the heart of the underworld, hunting strange plasmics and dead behemoths, while captivated savants woud study the essence of ghosts and form the base of the dual monarchy the dead now know.


But even at that time, a few exalts had realized the threat the Underworld represented, and even though the Deathlord had not raised from the Labyrinth, they knew that the broken wheel had to have a solution.


And do a circle of exalts who had originally studied the arts of Necromancy decided to form an organization fighting the corruption from the dead and soon who specialized in the demon and infernalism hunting.


The most famous member of the clan was of course Gold-Shadowed Arrow.


The organization worked like a hunting and assassin clan and had special rituals, and each member was supposed to craft his own tools for the hunt.


The Panoply of the Demon Hunter was crafted by one of the most powerful and influent member of the organization who committed suicide after realizing the corruption of his own soul, only a few years before the Usurpation.


Base: orichalcum celestial battle armor, requires a HS level 2 to power it, has a slot for 2 more HS.


Orichalcum factored in:


Soak Mob Fat Att


6L/6B -0 0 8


Features:


Exomuscular Fibers


Neuronal Acceleration Enhancer
: -1 speed to all the action attempted by the character (min 3).


Sensory Augmentation Visor


Peripatetic Greaves



Reinforced Gauntlets/Boots
:


Name Speed Acc Damage Def. Rate Tags


Gauntlet 5 +2 +6B +3 4 N


Boot 5 +1 +7B -1 3 N


Adaptive Camoufl age Subsystem


Enhanced Healing



Essence Gauntlets



Essence Tracking



Spirit Bane



Gravity field
: prevents any damage from falling from a great distance


Internal geostabilizer: perfect balance, balance check rolls automatically succeed, as well as knockdown/back checks.


Aura of the hunter: spending 5 motes for the scene gives the wielder a threatening aura of predator for the creatures of Darkness giving a – (essence of the bearer) penalty to all rolls made in the presence of the hunter.


Holy Deflagration: works as explosive protection, expect it only works against creature of darkness, deals aggravated damage and is also P for spirit armor (only if materialized).
 
cyl said:
Panoply of the Demon Hunter: 5 dot celestial armor
Story coming soon.


Base: orichalcum celestial battle armor, requires a HS level 2 to power it, has a slot for 2 more HS.


Orichalcum factored in:


Soak Mob Fat Att


6L/6B -0 0 8


Features:


Exomuscular Fibers


Neuronal Acceleration Enhancer
: -1 speed to all the action attempted by the character (min 3).


Sensory Augmentation Visor


Peripatetic Greaves



Reinforced Gauntlets/Boots
:


Name Speed Acc Damage Def. Rate Tags


Gauntlet 5 +2 +6B +3 4 N


Boot 5 +1 +7B -1 3 N


Adaptive Camoufl age Subsystem


Enhanced Healing



Essence Gauntlets



Essence Tracking



Spirit Bane



Gravity field
: prevents any damage from falling from a great distance


Internal geostabilizer: perfect balance, balance check rolls automatically succeed, as well as knockdown/back checks.


Aura of the hunter: spending 5 motes for the scene gives the wielder a threatening aura of predator for the creatures of Darkness giving a – (essence of the bearer) penalty to all rolls made in the presence of the hunter.


Holy Deflagration: works as explosive protection, expect it only works against creature of darkness, deals aggravated damage and is also P for spirit armor (only if materialized).
You have too many additional features - CBA lets you choose up to three extra features (everything that comes after the Adaptive Camoflague), not the eight you have. Also, it requires a Hearthstone of 3 or better. Also, isn't the soak 15L/15B/15A (and 10B/L hardness) for Orihalcum CBA?
 
Well I do have manipulated a few things.


Soak value, no hardness.


I have taken 8 features instead of 3... most of which cost motes, so I think it's still balanced considering:


- the huge lack of soak and hardness (though I might change the hardness thing, like 2), as you've noted 9 points of soak and 8 points of hardness difference which is pretty huge.


- 3 of the features are extremely focused (forgot to add that spirit bane only worked against CoD),


- 2 of them are useful "gadgets" (balance and fall from height). definiely not combat oriented


Maybe the attune cost is a bit low though.


Point wasn't to have a battle suit, but to have a hunting suit.


I am merely taking a breastplate chassis (1dot) and improving it to 5 dot.
 
hammercro, the ribbons look good. However, let's change the boost to DVs into an external penalty to incoming hand-to-hand attacks; noise wouldn't make her better at dodging, but it'd certainly make other people worse at hitting her.


Braydz, seems fine.


cyl, that's a lot of powers. Tone it down a little, will you?
 
Okay so here are the basics (automaticly included in the design) :


Filtration Baffles (+2 to resist) I had thrown this one away in my design.


Exomuscular Fibers


Sensory Augmentation Visor



Peripatetic Greaves



Reinforced Gauntlets/Boots:



Adaptive Camouflage Subsystem






So basically I'm "entitled" to 15 soak 10 hardness, 6 automatic feats and 3 more.


Let's proceed by steps:


1- I figure that I can throw away Filtration Baffles (don't really need it and it's not really appropriate.. a ninja with an air tank... :| ) so I can add another "permanent" power. Do you confirm ? Y/N


2- Perhaps the dire reduction of soak and hardness would allow me to add 2 more "optional powers" (like active when motes are spent)... but if you feel like it deserves only one (I know I'll cry :cry: ).


Do you confirm ? Y/N. If no then what ?


For the "permanent" I have:


Neuronal Acceleration Enhancer: -1 speed to all the action attempted by the character (min 3). (CUSTOM and subject to ST's validation).


Gravity field: prevents any damage from falling from a great distance (CUSTOM)


Internal geostabilizer: perfect balance, balance check rolls automatically succeed, as well as knockdown/back checks. (CUSTOM)


Enhanced Healing (supposed to be in the optionals but works as a permanent feature)


My call would be on Gravity Field, tell me if step 1- is ok.


Now for the 3 more (hoping to get the +2):


Aura of the hunter: CUSTOM I really like that one, and it does what Snake Form does for a specific kind of target.


Holy Deflagration: CUSTOM ditto


So if you validate them I'll pick these two first.


Then necessarily Essence Tracking as the 3rd.


Now if you're ok with step 2 I'll throw in Spirit Bane (focused only on CoD) and Essence Gauntlets.


Merci beaucoup ! :mrgreen:
 

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