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

All right, cyl - Trowizilla's goin' out to a concert or something like that (there's music and people, so not my scene) and asked me to help out. I bounced this set of armor off of her, and she's likin' it.


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Blessed Regalia of the Daemonhunter, Artifact 4-5


This armor was crafted by a tiny sect of Sidereals in the late first Age, to better aid them in the hunting of rogue demons, spirits, ghosts, and the like. The sect lasted a mere century or so before more paranoid members of the Celestial Bureaucracy arranged for a suicide mission for the lot. The armor surived its owner's death and lay hidden for millenia. Possibly the finest example of first Age light armor still in existence, it would be hunted all across Creation except for the fact that it's also an example of the stealthiest armor, as well.


Well, and nobody else knows about it - that probably helps.


As it is made from an alloy of all five Magical Materials, the armor grants no Magical Materials bonus.


Soak: 6L/4B; Hardness: 2L/2B; Mobility: -0; Fatigue: 0; Attunement 10m


The suit has the following features:


Adaptive Camoflague (Passive): The Least God of this armor was once a goddess of the hunt and the forest, who willingly gave up her old position to serve as a core for the artifact. Her influence is still felt in it to this day. +4 to all stealth rolls while in the armor. This is always active.


Reinforced Gauntlets and Boots: The limbs of this suit of armor are laced with orihalcum and soulsteel and studded with lethal-looking spikes. Add three to the damage of the user's punches or kicks. In addition, he may choose to make bashing or lethal attacks at will, and can parry lethal attacks unarmed without a stunt.


Cloaking Device: This armor is laced with moonsilver and starmetal wiring, forming three-dimensional glyphs of invisibility and deception. By reflexively committing four motes, the wearer can make the armor blur and fade from view for the scene. Players must succeed on a reflexive (Perception + Awareness) roll, difficulty 4 (while the wearer is moving) or 8 (while stationary) for their characters to notice the cloaked character. Make a check when the cloaked character first comes into view, and make a new check whenever the wearer does anything to betray his location (such as attacking). Even if spotted (as a faint blur) the character still counts as invisible, with the -2 external penalty to all attacks as normal. While undetected, the wearer cannot be attacked with ranged attacks; those attacking him in close combat do so with the usual penalty for invisible opponents (-2 external penalty). While the cloaking device is active, the wearer and armor cannot be sensed through Essence detection alone. Therefore, the spirit Charm Measure the Wind feels nothing, while All-Encompassing Sorcerer’s Sight (see Exalted, p. 222) does not add the wearer’s Essence as bonus dice to locate the wearer.


Essence Sight: This armor comes with a flexible hood of some tough material, complete with a mask equipped lenses of Chiarascuro glassed framed with orihalcum, starmetal, and soulsteel. For the reflexive commitment of three motes the wearer may activate Essence Sight as per the Wonders of the Lost Age book, and also see unmanifested spirits, ghosts, gods, and anything else dematerialized as glowing presences. For an additional three motes, which may be committed separately, the lenses are enhanced with patterns of moonsilver, adding four dice to all tracking rolls for one scene and making the tracking attempt supernatural.


Spirit Bane: The limbs of this armor come laced with patterns of green jade and starmetal which glimmer faintly when charged. With the reflexive commitment of three motes of Essence, the wearer may interact with dematerialized spirits for the scene.
 
Hmmm...


So basically: + / -


+ essence sight (normal)


+ essence tracking (merged with essence sight in your description) (normal)


+ a nice permanent bonus to stealth (cool)


+ cloaking device (normal)


+ slightly nerfed reinforced gauntlets and boots (nerfed)


+ spirit bane (normal)


- 50% soak


- 80% hardness


- exomuscular fibers


- a small bonus to awareness (included in the visor)


- filtration baffles


- Peripatetic Greaves


Attune cost remains the same , but no mention of a HS powering the armor, omission or mod ?!


Considering the original design has a good soak & hardness, 6 basic powers and 3 additional features... your design propose less (1 cool, 1 nerfed 4 normal, -50% soak -80% hardness)... for aproximately the same costs (though if the HS necessity has been suppressed on purpose it becomes much more reasonable all of a sudden) :)


But if the ST is starting to hate me and my number crunching, I can also just go with a "normal" orichalcum version of the celestial battle armor... with spirit bane, essence tracking and essence gauntlets... I'll be fine with those :mrgreen:


I just wanted something more... scary for the ennemy.
 
No hearthstone. It's not power armor, really.


edit:


Basically I took the Breastplate and went 'hmmmm, let's slap on some powers, but not all of them, because fuck Hearthstone slots'. Thought process complete!
 
Your storyteller just balks at magitech and "grab bag o' powers" artifacts. I asked Laun to make some armor based around Predator (everyone's seen that movie, right? "Scary for the enemy" indeed!) and with a more unifying theme.
 
I would argue that considering the commit cost and the effects (no effect passes the 3 dot scale here IMHO... at 4 dot we reach teleportation...), it doesn't reach the 5dot scale threshold.


The lack of unbeatable advantage in the area of focus, balanced with the necessary versatility (armor & "weapons") makes it stop at 4dot IMHO.


Even if the focus to stealth is pretty nice, it is still nothing an essence user would not overcome with simple charms like excellencies (even though the protection vs essence sight is pretty nice :) ).


Throw in a -4 penalty for hand to hand combat, and stacking between stealth rolls and the cloaking device (i.e. if ninja mode is on and Tsuki stands still, the diff to spot her is her suxx on the stealth roll +8), and it will most likely cross that threshold.


Just two quick links for you to grab what I had in mind if you're not familiar with Taki(she's the red ninja :D ):


- soul edge intro: note the extreme banishment at 1.50 that's what I had in mind for Holy Deflagration





- soul calibur II : a bit of nice action at 1.27


http://www.youtube.com/watch?v=6XSzfyB_xxs


As always your call :)
 
Custom Charm for ST approval...


Golden Petal Sheath


Cost: 1m Mins: Thrown 2, Essence 1


Type: Supplemental


Keywords: Combo-OK, Obvious


Duration: Instant


Prerequisites: None


Effect: The Lawgivers may not always wish to kill or cripple their opponents. Sometimes opponents must simply be subdued before they can be questioned properly. The Solar throws a weapon, which is coated in a sheath of golden essence. The attack inflicts bashing damage regardless of weapon type, and this bashing damage will not wrap around into lethal.
 
Okay so I'm working on a EVIL BEGONE ! style, and I have of course asked for help for designing this, because I am not entirely pleased with GJS and I want another focus than just butt kicking CoD.


http://patternspider.net/forums/viewtop ... =15&t=6148


I am still creating the background around this one, but will write and intend to take the first charm (if the ST's ok with it)


Comments are always appreciated, especially from the ST :mrgreen:
 
Okay so first charm on the set:


Intuition of Sebelle:


Cost: 2m; Mins: Martial Arts 2, Essence 2; Type: Reflexive


Keywords: Combo-OK


Duration: One scene


Prerequisite Charms: None


From all the Hidden Judges from the Order of the Secret Flame, Sebelle has always been the one with the strongest hunter instincts to seek out the most vile and evil creatures the Incarnaes and their exalts had declared ennemies of Creation. The Apprentice channels his essence into his body and embodies this devotion to find true evil wherever it may hide.


For the rest of the scene, the martial artist can see creatures of darkness even dematerialized ones for what they truly are within a range of (Essence x 10) yards. This effect does not, in itself, enable the character to attack such dematerialized entities.


He also perceives which entities in that range possess Essence pools. Some character see an active Essence as


a network of fine, glowing black veins overlain on a target; others perceive the Essence pool as the person’s audible moaning or shrieking, a foul taste of blood on the tongue, an odor or some other sensation.


While using this Charm, an Abyssal can size up one such chosen creature within range as a miscellaneous action.


Doing so costs one mote but does not count as Charm usage. Sizing up a target reveals the target’s current wound penalty, her permanent Essence and the total number of available motes remaining in that character’s combined Essence pools. For the rest of the scene, the martial artist senses any Essence expenditure by the target, though Intuition of Sebelle does not reveal the purpose for the Essence use. If the martial artist wants to know how an opponent suffered from an attack or how much Essenceshe spent from a Charm, however, he must spend another mote and take another action to re-assess wound penalties and Essence pools.


Obviously adapted from Hungry ghost style...
 
I can has feedback ? I'm currently designing the style, but it will take some time to get the full tree, but just the basics are good for me for now :wink:
 
A groovy little custom charm I worked up. Feedback would be welcome. It's... flavorful, you might say. And yes, the repetition in the first bit is intentional. :P


Sublime Challenge of Lyric Prowess


Cost: 10m; 1wp Mins: Manipulation 5, Essence 3; Type: Simple


Keywords: Combo-OK, Obvious, Compulsion


Duration: Instant


Prerequisite Charms: One Manipulation Excellency


Legends tell of Legendary Exalts whose exploits shook the very foundations of Heaven and Creation during the Primordial Wars. One of the most esoteric of these tales is that of Perfect Chord, a First-Age Lunar musician whose feats of musical prowess could tame or break the unknowable hearts of the Primordials themselves. This charm is one of her legacies. It allows the user to issue a challenge to any willing supernatural being, including elementals, demons, Fair Folk, and even Exalts. The supernatural being must agree to participate in a contest relating to some form of social ability (Usually a musical challenge) with the Lunar before this charm can be activated, but once the agreement is struck, the charm cannot be resisted in any way. Note that this means that the creature in question may be planning to cheat the Lunar when the agreement is made - awareness that the Charm will bind them to their agreement is not required, making this charm particularly useful for turning the tables on duplicitous foes.


The contest cannot be influenced by supernatural influence. This includes all Charms and other Essence-based powers. If one of the participants uses such methods or knowingly accepts the benefits of them, they forefeit automatically. If a third party uses such powers without the consent of at least one of the participants, the contest must begin again. The only exception to this rule is that magical instruments may be used, so long as the participant using it owned the item before the contest was announced.


The winner of the contest is entitled to one boon of their choice from the loser. The boon cannot be something that will be suicidal to the being forced to perform it, but can otherwise be as painful, humiliating, or unpleasant as the winner wishes. The boon must be reasonably completable by the target with their own abilities within a year, after which time the power of the Charm expires. The charm does not protect the winner against any retribution they may incur from the loser as a result of the Charm's conditions.


If the winner chooses to take a "gift" from the loser, they can choose no more than one such boon - for example, one could not wish for a demon to bring one an airship every day for a year. There is also nothing that prevents the being from whom the gift is taken from attempting to steal it back, though as part of the Charm the winner can force the loser to refrain from doing so for one year, though they cannot request any other sort of service when using the charm in this manner.


Due to an extremely obscure clause in the agreements that binds the Yozi in Malfeas, demons of the Second Circle or higher cannot refuse a challenge issued by a Lunar who possesses this charm. The charm, however, does not grant the user any power to summon or bind any supernatural beings.
 
I, too, am making a Martial Art - in this caase to make up for a severe lack of something in the Solar charmset.


Grass Spider Style (Celestial Martial Arts)


The Dance of the Ahnule, as it is sometimes called by sifus who dislike its history, was designed during the First Age by a Terrestrial Exalt who had been refused the right to train under a famed Sidereal sifu because of his Lunar liege's jealousy. He managed a feat that had Sidereals outright stunned - self-initiation into the Celestial martial arts, and then the creation of a Celestial level martial art, without any external aid. His style was promptly outlawed by the embittered Lunar, though the Terrestrial himself managed to escape said Lunar's rage and train under his chosen Sifu regardless.


The form of the Grass Spider Style is one of silence and unnaturally deft motions. Striking from ambush is emphasized, as is a philosophy of a single deadly attack before retreating to allow the effects of that strike to take place. The spiders emulated by the Grass Spider Style are those that hunt or lie in ambush, not the trap-crafting and web-making spiders, whose tactics are emulated by the Weaving Spider Style.


This style requires the potential practitioner possess Stealth and Awareness ratings of 2 each, to emulate the careful ambushes of the prowling spider.


Weapons and Armor: While knives, kusari-gama and their artifact equivalents are in-style weapons, the bulk of Grass Spider practitioners fight unarmed, as many of their secret techniques exploit simple contact. This style may be practiced in light armor and medium armor that lacks mobility penalties.


Eight-Eyed Awareness Method


Cost: - ; Mins: Martial Arts 3, Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: None


The spider is ever-observant and always strikes first. The character calculuates his Join Battle (and only Join Battle) as Wits + the sum of Awareness, Martial Arts, and Stealth. Any of the appropriate Ability Excellencies may be used to enhance said roll, though it remains under the dice-adder limit as usual.


Lunging Spider Technique


Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Eight-Eyed Awareness Method


The hunting spider always strikes from ambush, to the point where it will retreat if spotted early. Any attack supplemented with this charm is unexpected unless target makes a reflexive Wits + Awareness check at a difficult of (attack successes).


Venomous Touch Technique


Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Supplemental


Keywords: Combo-OK, Touch


Duration: Instant


Prerequisite Charms: Eight-Eyed Awareness Method


The fangs of the spider are not its main weapons, but rather the venom within. Any valid attack supplemented by this charm inflicts Coral Snake Venom on the victim after a successful touch.


Grass Spider Form


Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5)


Keywords: Form


Duration: One Scene


Prerequisite Charms: Lunging Spider Technique, Venomous Touch Technique


The Grass Spider Stylist flares her essence and takes the stance of the hunting spider, standing still and silent until her target appears, whereupon she blurs into motion. The character adds her Martial Arts to her Stealth rolls. The character adds the poison-based penalties suffered by her target as automatic successes to her strikes, and increasing her DVs by the same value should she suffer attacks by a poisoned foe. In addition, reestablishing surprise against a poisoned opponent becomes a free reflexive action.


Hunting Spider's Fang Strike


Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Grass Spider Form


The spider's fangs strike deeply into its prey, punching through chitin, flesh, and bone. This charm generates a single Martial Arts attack that ignores all armor-based soak and hardness so long as the attack was unexpected. If the attack was expected then it merely makes the attack piercing.


Wolf Spider Method


Cost: 3m; Mins: Martial Arts 5, Essence 4; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Hunting Spider's Fang Strike


The wolf spiders of the East hunt from ambush, and make their first strike count. This charm makes a supplemented attack double damage successes if the attack was unexpected. If the attack is no longer unexpected for whatever reason, merely add (Essence) dice of raw damage.


Worldly Arachnid Emulation


Cost: - ; Mins: Martial Arts 5, Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Grass Spider Form


There are more poisons than mortals prefer to think about. The Grass Spider makes use of all of them. This charm permanently enhances Venomous Touch Technique and allows the usage of other mundane poisons with said charm. One such alternative is gained when this charm is purchased, and others may be bought at any time for the cost of three experience points and a day's meditation. Refer to the corebook for examples of mundane poisons.


Horrific God-Spider Emulation


Cost: - ; Mins: Martial Arts 5, Essence 4; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Worldly Arachnid Emulation


There are deadlier poisons in existence than those of even the most poisonous arrow frogs. With this charm, the Grass Spider gains access - at least potentially - to them. This charm permanently enhances Venomous Touch Technique and allows the usage of supernatural poisons with said charm. One such poison is learned with the charm purchase, and any others cost five experience points per new poison learned.


Avatar of the Spider-Queen Prana


Cost: - (+3m, 1wp) ; Mins: Martial Arts 5, Essence 5; Type: Permanent


Keywords: Obvious


Duration: Permanent


Prerequisite Charms: Horrific God-spider Emulation, Wolf Spider Method


With this charm, the Grass Spider Stylist takes on the mien of the Queen of Spiders, the progenitor of all arachnids and the godmother of poisons. This charm permanently enhances the Grass Spider Form charm. When said charm is activated, the player may choose to spend the additional motes and willpower as listed above, increasing the Speed of the form charm by 1. The character adds 1/2 her Permanent Essence rating to all poison toxicities and penalties when generated by charms of this style. In addition, she may climb or hang from walls or ceilings without a stunt or roll. Finally, she becomes immune to all poisons for the duration of the charm. Merely knowing this charm increases the character's Stamina + Resistance pool versus poisons and diseases by her Permanent Essence - such a close relationship with poisons has toughened her body a great deal.
 
WhiteKnight: enlarge the charm to any social / performance contest and you got a pretty decent charm :)


Landreu:


EEAM: that's not a decent first charm to start with... the prereqs are too high and the bonus is too important (even though capped). I'd replace with automatic suxx.


LST: same critic, prereqs sky high + the diff on the awareness roll is way too high for the cost / effect. Replace with Essence / Stealth and you're good. You also need a movement enhancer with this one, the hunting spider usually uses bursts of speed with speed to catch the prey, a jump would be appropriate.


VTT: -5 penalty + wounds... no way this is going to get validated for 3m. Build a magic poison with less direct effect but a significant penalty (-2/3). most spiders paralyze to eat the preys alive later, which lead us to the form charm... even some that actively hunt do that dragging the paralyzed prey to their nest and going after other snacks.


GFF: ditto... this one has strayed too far like its prereq. If you really want to keep a spider theme here, spiders use their venoms to stun / paralyzes and then grab their prey and stock them into cocoons to eat them later. Maybe you can work something around paralyzing, restricting movement or increasing penalties.


HSFS: is cool.


WSM: clearly sucks for a charm in the 6th position of the tree.


WAE: blech... I really don't like the ability to shift poison "at wish", even if the new poison has a xp cost, but it makes sense in the theme.


HGSE: is really pushing it.


AotSQP: as if - 5 + wound penalties wasn't enough...


I think you need to revisit the tree focusing at times on the method of attacks of the hunting varieties of spider, speed, strength, agility. You can also look for mimicking spider, a good disguise to get a good meal full of proteins.


There is a specie of Jumping Spider called Bagheera Kiplingi :lol: :lol: :lol:
 
While it's vaguely spider-themed, it's more a CMA Poisoning style, with a few combat charms. I can't defend them too well at the moment; my internet access is nonfunctional at my main computer, the one with all my books. The thing about poisons, though, is that they're trivially easy to defend against (unless you're a Dragon-Blood, but everyone knows they're barely Exalted and might as well be mortals anyway, the elemental mooks) - a Solar with just one charm shuts down pretty much this whole style. A Lunar can do it with two charms, and then do most everything else this style does with another one or two - and do it better, and cheaper. A Sid...dunno, not too up-to-date on Sid charms, but I think they have poison resisting methods.


Eight-Eyed Awareness Method is a weaker version of VBoS' first charm, Secrets of Future Strife - the one that just flat doubles the Join Battle pool. Instead of doubling, two other Abilities are added to JB, requiring a spreading out of focus. (I'm under the impression that Secrets of Future Strife allows you to increase your Join Battle roll with excellencies. If it doesn't, then I'll remove that part of Eight-Eyed Awareness Method.)


Lunging Spider Technique is the Hungry Ghost Style charm Lunging Phantom Method, with the name changed. Or is it Shrouded Claw...whichever. The Unexpected Attacks one.
 
The thing about poisons, though, is that they're trivially easy to defend against (unless you're a Dragon-Blood, but everyone knows they're barely Exalted and might as well be mortals anyway, the elemental mooks) - a Solar with just one charm shuts down pretty much this whole style.
Which is why your style is not built as a true CMA... a simple charm (high prereqs and simple charm in the case of the solar one...) or a gem / power suppressing poisons would neutralize most of it.
EEAM: making a charm based on a completely broken charm and lessening it does not prevent it to be broken. The maximum JB bonus you can usually get is Martial Arts / Essence, either in add dice or in add suxx to the JB roll. VBoS is the only know exception.


LST: same reasoning... LPM is insanely cheap for what it does. Any other unexpected attacks that can be used more than once in a combat cost 1w IIRC.
 

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