[Custom] Charms, Artifacts, Manses... whatever... [Walking with the Darkness]

Note about Void Avatar Prana (just to be clear) :the perfect parry and damage dealing when hit effects only last for the six ticks during which the form is activated.


After, these effects do not apply during the scene, no perfect parry, and no damage when hit, only +Essence L for 1 mote on step 10 (which is already more than enough).


Of course, the chains do not recieve that bonus as they are not allowed to be used in synergy with Dark Messiah Style.
 
"]If I put three dots into a Set of Hearthstone Bracers' date=' can I get it to give me these benefits? A five dice bonus to all Dodge attempts (as opposed to three dice), and the Piercing tag on attacks that use the Thrown Ability (instead of reducing Soak). They would 4 motes each to attune and you have to attune both (for a 8 mote commitment total).[/quote']
Granted.
 
cyl said:
Note about Void Avatar Prana (just to be clear) :the perfect parry and damage dealing when hit effects only last for the six ticks during which the form is activated.
After, these effects do not apply during the scene, no perfect parry, and no damage when hit, only +Essence L for 1 mote on step 10 (which is already more than enough).


Of course, the chains do not recieve that bonus as they are not allowed to be used in synergy with Dark Messiah Style.
I understand/understood. I understand wanting to make doubly clear because that is a confusing as hell charm as written. Your interpretation is my interpretation (well now at least). :D


I probably won't have it at chargen, but just wanted to know for future reference.
 
Personally? I'd get rid of Void Avatar Prana entirely. The charm-writer for Abyssals has outright stated that he didn't write the charm, didn't put it in or anything. The 'Fatality' charm was the original capstone (and fucking awesome).
 
Well for 1W more, I think boosting a form charm is interesting; it does boost the efficiency of the style (augmenting the damage) and protect the pc while launching his form.


Anyway, before actually doing damage, you still gotta hit.
 
That is true. I guess a combined damage-booster and you-can't-paste-me-while-I'm-booting-up-the-form thing is pretty useful!
 
Blade of the Crimson Moon


Artifact 3


Forged during the early first age, the legends of the artifact's creation are myrid. But they do have certain commonality.


The tale that held most popularity is this; During the war against Those who Came Before, it is said that an attack assayed against a Primordial was deflected and scored the face of the Moon. With a scream that resounded across Creation, the moon turned crimson as blood poured down to pool upon the face of Creation.


Over time, the blood dried and crystalized. When it was discovered by the exalts during the First Age, the crystalized blooded was used for various artifacts, the least of which was the Blade of the Crimson Moon.


The pain and agony from the cause of the blood red crystal is reflected whenever it bites into mortal flesh and blood, draining away motes with the taste of blood.


***


The artifact sword does not provide any material bonus, and has a paired hearthstone slot concealed within its handle. Whenever, it successfully inflicts at least one healthlevel worth of damage, the weapon steals motes from the target equal to its wielder's essence trait.


Attunement : 8 motes


Speed 5, Accuracy +4, Damage +12L/4, Defense +0, Rate 2, Piercing/Overwhelming


Yes, mechanically, this IS a soulsteel grand daiklave, only in a small compact katana form, with the reach tagged removed along with the 2 handed tag.
 
Laundreu said:
I mean more like, that's a decent Essence 4-5 charm. Essence 3 is pushing it pretty hard.
Also, here's a modification of a Solar/Abyssal charm for you!


GLORIOUS SOLAR SABER


Cost: 6m+, 1wp; Mins: Melee 4, Essence 3; Type: Simple


Keywords: Combo-OK, Holy, Obvious


Duration: One scene


Prerequisite Charms: Call the Blade


The Essence of the Lawgiver manifests in a gleaming blade of the sun. This blade is always a glowing weapon that inflicts aggravated damage against creatures of darkness and sheds sunlight as bright as a torch. The Exalt can summon this weapon to her hand from anywhere it has fallen, as a diceless miscellaneous action.


The player deï¬nes the appearance of this blade when purchasing this Charm. She can also deï¬ne its weapon qualities, as follows. If she chooses a light, agile blade with Speed 3, she can divide a number of points equal to twice the Solar’s Melee score between its Accuracy, Defense, lethal damage, and Rate (at two points per one point of increased Rate). If she chooses a larger sword with Speed 5, she can divide a number of points equal to three times the Solar’s Melee score between its Accuracy, Defense, lethal damage, and Rate (again at two points per point of Rate increase). In both cases, Accuracy, Defense and Damage begin at 0 and cannot be lowered, while Rate begins at 1 and cannot be lowered. The player can change this choice and allocation only when the character raises her Melee score.


Alternatively, if the Solar is wielding a physical weapon equivalent to his or her Glorious Solar Saber, he or she may activate this charm and add the stats of his or her Glorious Solar Saber to the stats of the weapon in question, as well as all the effects of GSS.


Characters can use this Charm to summon paired blades, one in each hand. Doing so increases the Charm’s cost by four additional motes, to a total of 10 motes, one Willpower. Players wishing to have multiple options can purchase this another weapon a number of times equal to the character’s Melee. Each purchase deï¬nes a different blade with distinct properties, and costs 2xp or 1bp.
By the way, for what the Abyssal version of Glorious Solar Blade does, look at my charm for the emotion effect...
 
Revising the charm as per Cyl's notations

Haku said:
Shadowed Blade Mastery Style
Cost : 4+ motes and 1 willpower


Minimums : Melee 5, Essence 4


Type : Reflexive (Step 1, Step 2)


Keywords : Emotion, Mirror, Obvious


Duration : One Scene


Prerequisites : Blade Summoning Gesture


Forcing his soul into the least spirit of his weapon, the abyssal makes his weapon his in every way that matters. The little god or ghosts (in the case of soulsteel weapons) no longer have any say, the abyssal is the master here.


After using this charm to subsume the least spirit of his weapon, it shimmers and is haloed with am aura of utter blackness that drinks light.


The weapon statistics are modified with an additional bonus equal to his permenent essence to its Accuracy, Damage, Defense and Rate. Unlike its solar mirror, the weapon empowered by this charm is not Holy. Instead it inflicts the terror of death whenever it inflicts damage, draining one Willpower unless the target spends motes equal to the Abyssal's Essence rating. Mortal extras who manage to survive an attack by the weapon drop prone and curl up in terror for the rest of the scene, too spiritually spent to defend themselves.


The charm can be used on a number of melee or martial arts weapons up to to the essence trait of the Abyssal, with each additional weapon beyond the first costing an additional 2 motes on top of the 4 motes and 1 willpower. It should be noted that the charm violates the least spirit of the weapon in its use on multiple levels.


Mirror - The solar mirror charm "Divine Blade Mastery Style" functions identically, save that it has a Holy effect instead of the emotion effect. It also, it needs not be said, isn't a violation of the least spirit of the lawgiver's weapons, rather it requests a fusion of the least spirit with the Solar's soul. One that the little god permits.
 
Haku said:
Blade of the Crimson Moon
Artifact 3


Forged during the early first age, the legends of the artifact's creation are myrid. But they do have certain commonality.


The tale that held most popularity is this; During the war against Those who Came Before, it is said that an attack assayed against a Primordial was deflected and scored the face of the Moon. With a scream that resounded across Creation, the moon turned crimson as blood poured down to pool upon the face of Creation.


Over time, the blood dried and crystalized. When it was discovered by the exalts during the First Age, the crystalized blooded was used for various artifacts, the least of which was the Blade of the Crimson Moon.


The pain and agony from the cause of the blood red crystal is reflected whenever it bites into mortal flesh and blood, draining away motes with the taste of blood.


***


The artifact sword does not provide any material bonus, and has a paired hearthstone slot concealed within its handle. Whenever, it successfully inflicts at least one healthlevel worth of damage, the weapon steals motes from the target equal to its wielder's essence trait.


Attunement : 8 motes


Speed 5, Accuracy +4, Damage +12L/4, Defense +0, Rate 2, Piercing/Overwhelming


Yes, mechanically, this IS a soulsteel grand daiklave, only in a small compact katana form, with the reach tagged removed along with the 2 handed tag.
If it's a grand daiklave, then its Accuracy should be 2 (not 4), but considering you removed the R tag and the HS setting, I'll allow +4. (I liked the story too :) )
 
*points at soulsteel stat bonus of +2 accuracy and essence sucking being factored in automatically. :lol:
 
cyl said:
*points at "The artifact sword does not provide any material bonus" :wink:
Yes, mechanically, this IS a soulsteel grand daiklave, only in a small compact katana form, with the reach tagged removed along with the 2 handed tag.
:lol: :lol: :lol:
 
Sheet Ready, gonna post it soon. Here is some stuff for you to approve. If you accept it, I'll post it on my character thread.


There is one Artifact coming too.


Underworld Manses


The Walker currently grants The Artificer control over three Hearthstones. They correspond to the following manses:


Mansion of the Tainted Blood, Manse 1


This oval sanguine Manse situated a few miles south of the Walker’s Realm. It is basically composed of a single 100 meters long dome made of basalt. The internal area is divided in a few sleeping quarters and a huge sacrificial area in the center. While the Manse doesn’t provide any direct advantage for prayers and rituals, it certainly makes the job of a priest much easier. Its altar (in the big Hearthroom) cleans itself after every victim is eviscerated over it, and other commodities, like incense that never burns out, seats that create themselves for devotes to watch ceremonies and sacrificial tools that stay always sharp and ready make this place a reasonably useful temple. It’s currently run by the Psychocomp cult, but The Artificer has theoretical control over it, and often visits it. It produces a Life-Drain Stone (Oadenol’s pg. 101)


The Iron Fortress of the Seven Inauspicious Signs, Manse 2


The most isolated of the Artificer’s manses, the Iron Fortress is just over a cliff near the nascent of the Rolling River. It is exactly what its name suggests: a fortress. The Artificer personally oversaw some aspects of its construction, like the necromancy-enhanced gates (which are mades of bone and dead flesh that never rots (because of the Manse’s Geomancy)). The Manse itself is a huge tower of stone and iron. It is extremely resistant, equipped with a reasonable amount of weapons. A small unit of ghosts is currently there, and the Artificer himself visits it often. It produces a False Death Stone (Oadenol’s pg. 101)


The Temple of Fallen Bones, Manse 3


The Artificer designed most of this Manse. The work, in fact, took him many hours in the second year after his Last Breath. He was aided by the Walker in the construction, and that was part of his training. Now, the Temple of Fallen Bones is Artificer’s home and working place. The manse is a Workshop Manse, completely dedicated to Necrotech. It is located right between Nexus and Great Forks, one mile away from an Underworld village called Bak’ah. It’s where the Artificer spends most of his free time (and some of his busy time too, because he uses the Manse to create several of the War Machines the Deathlord uses). It generates a Death-Sense Stone (Oadenol's, pg. 102).
 
You do know Underworld manses do not work in Creation right ?


(checking on the stones)
 
Yes.


I bought it more for the Manses.


But there will be *some* Underworld action too, right?
 
Very few in the first chapter (5-7 acts) I'm afraid.


The second chapter will be mainly based in the Underworld on the opposite.
 
Abyssal manses are in Creation, right or are they located in the Underworld? or is it a pick which side you want?
 
Abyssal manses are in Creation (well shadowlands mostly), they are corrupted celestial manses, they work in Creation as well as in the Underworld, dixit the codex IIRC.


Underworld manses though, are manses of the dead, and do not work in Creation.


If you want to have an Abyssal Manse, you have to take the Manse Background.
 
erm... after reading the stones you picked, two of them are useless in the Underworld.


Life Drain Stone's ok, lowering wits is always cool, but take the appearance of the dead... in the realm of the dead... and sensing deaths in a realm where there are no deaths...


Just to be clear, an Underworld Stone can have any effect the other types of Manse have (be they elemental or celestial), the only thing is that they are "twisted by dark energies"... for example, a Gem of Adamant Skin could be produced by an Underworld Manse though it will only work in the Underworld, and the shadowlands.
 
I wasn't aware of that...


Anyway, gonna change a little the Hearthstones. I didn't bother too much with them, the Background was really for the manses, but it doesn't hurt to make useful ones.


Gonna change them.
 
Ok, I changed some stuff. I must say I have no notions on balancing things, so they may well be weird. Here we go:


Expanding the Backgrounds


Underworld Manse


The Walker currently grants The Artificer control over three Hearthstones. They correspond to the following manses:


Mansion of the Tainted Blood, Air Underworld Manse 1


This oval sanguine Manse situated a few miles south of the Walker’s Realm. It is basically composed of a single 100 meters long dome made of basalt. The internal area is divided in a few sleeping quarters and a huge sacrificial area in the center. While the Manse doesn’t provide any direct advantage for prayers and rituals, it certainly makes the job of a priest much easier. Its altar (in the big Hearthroom) cleans itself after every victim is eviscerated over it, and other commodities, like incense that never burns out, seats that create themselves for devotes to watch ceremonies and sacrificial tools that stay always sharp and ready make this place a reasonably useful temple. It’s currently run by the Psychocomp cult, but The Artificer has theoretical control over it, and often visits it. It produces a Jewel of the Flying Heart (Oadenol’s pg. 85)


The Iron Fortress of the Seven Inauspicious Signs, Abyssal Manse 2


The most isolated of the Artificer’s manses, the Iron Fortress is just over a cliff near the nascent of the Rolling River. It is exactly what its name suggests: a fortress. The Artificer personally oversaw some aspects of its construction, like the necromancy-enhanced gates (which are mades of bone and dead flesh that never rots (because of the Manse’s Geomancy)). The Manse itself is a huge tower of stone and iron. It is extremely resistant, equipped with a reasonable amount of weapons. A small unit of ghosts is currently there, and the Artificer himself visits it often. It produces a Stone of the Undead Physiology (custom, see below).


The Temple of Fallen Bones, Fire Underworld Manse 3


The Artificer designed most of this Manse. The work, in fact, took him many hours in the second year after his Last Breath. He was aided by the Walker in the construction, and that was part of his training. Now, the Temple of Fallen Bones is Artificer’s home and working place. The manse is a Workshop Manse, completely dedicated to Necrotech. It is located right between Nexus and Great Forks, one mile away from an Underworld village called Bak’ah. It’s where the Artificer spends most of his free time (and some of his busy time too, because he uses the Manse to create several of the War Machines the Deathlord uses). It generates a Death-Sense stone. It generates a Jewel of the Glowing Blade (Identical to the Jewel of the Master’s hand, in Oadenol’s Codex pg. 90, but for Fire instead of Earth).


Stone of the Undead Physiology, Hearthstone 2


This jewel looks like a cracked piece of onyx, that glows and shrills when touches human skin. Upon attunement, it effectively transforms the user into an undead, as far as onlookers are concerned. His skin rots, his hair falls, he smells carrion. After one day of usage, he loses one point of appearance. Worse, if he wears it for one full year, his Appearance is decreases to one, and the loss becomes permanent (before that time, removing the attunement makes the character go back to his normal looks after one week).


This stone carries advantages, though. The wearer no longer needs to breathe, drink or eat, and all magical effects that detect life detect him as one of the dead.


Artifacts


The Head of Oblivion, Artifact 3


This Artifact was a gift. After the Artificer’s presentation to his Neverborn masters, while he and The Walker were climbing back to the Underworld, they found themselves in a stone room that had nothing but this helm lying on the floor. The Whispers of the dead gods echoed in that room, and said that the new Abyssal should wear it. So he did, and it’s now the Artificer’s most valued personal item.


It is composed of a Soulsteel frame covered with hardened iron full of obsidian runes. It’s a full-face mask and a helm, and it provides +2B/2L soak to any character wearing it. Its effects stack to armors that don’t normally include helmets. When the character spends 8 motes attuning it, though, it becomes much more. The runes in the exterior of the mask canalize and translate almost perfectly the whispers of Oblivion directly into the character’s head. This ability has two effects: first, it allows the wearer to use his Whispers ability once per scene without spending Willpower. Second, it changes sightly the Whispers mechanics: instead of substituting the Whispers value for an ability, the character may add it to a single roll, as per the First Excellence.


Extended usage can lead characters that are not completely devoted to the Neverborn insane. Mortal or ghost (but not Nephwracks) characters using it gain Mutation points at the same rate they would gain Ressonance being Abyssal, and those points must be spent in mental derangements. If a character reaches a number of points equal to twice his Willpower, he loses his conscience and becomes a permanent slave of the Neverborn.
 
So with this Liege 4... what are the bounds? I was probably just gonna nab a few 2 dot artifacts and maybe some HSs to fill the slots.


Since it is Liege, and I would have to request these I will fully allow (and advocate) you choosing for me. All that he asks for are some HS bracers, a weapon (in form), light armor, and HSs for the slots.


That may seem lazy; Trust me, that's not the point. I just think it fits is all.
 

Users who are viewing this thread

Back
Top