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

Resumé:


- shifting power limit: I actually like it, very thematical... it's not like you're going to fight every day so I'd keep this limit and the paradox gained, but since it's a limit to what you can do in a fight, it has to have a counterpart.


- stats ok


- shifting power: no cost, reflexive


- auto recover: 1m


Comparing with the Lightning Torment Hatchet (corebook) Shard of Fate seems kinda underpowered.


Both can be used in ranged or close combat use (SoF has a limit to this use so -1), LTH has an additionnal power (that's another -1).


SoF has speed 4 so that's a +1, that's still leaves us with something in the negative for SoF.


Get back to you this afternoon on that matter, need to revise a bit the codex :)
 
Hmm, all right. I can think up another thematically-appropriate power if necessary, but otherwise I'll wait for your word.
 
So I checked the codex, clearly, lack a power to become a 3dot.


2 choices: think of a cool power, and it stays at 3, let it like this and it becomes a 2dot artifact. Your call.
 
Hmm... What about making the Shard of Fate into the Shards of Fate, as in a paired set of the same weapon? Keeping the same powers, maybe raising the total attunement cost for the pair to 8m?
 
That's cool with me.


3dot paired weapons for 6 motes (hadn't previously noticed the exagerated attune cost, 6 motes for this baby was way too expensive!).


You know you could also simply have added the T tag to the stats. :roll:
 
I could have, but I wanted something sneaky, and the needle-form gave me that option. So all right, 6m for the paired weapons it is. *makes the adjustments*
 
Sharp Whisper of Malevolence


Artifact rating 3


Soulsteel Reaper Daiklaive


When the Deathlords just made their first appearnce in Creation, a group of Dragon-Blooded decided to try and destroy the Walker in Darkness. As can be guessed, they were easily defeated. But the Blue Jade Daiklaive of one of them caught the Walker's eye. It had the ability to enhance the wielder's taunts during a battle, and he thought it interesting enough to try and emulate in a Soulsteel blade. As penance for daring to attack him, he captured the souls of the Dragon-Blooded who attacked him, and their mortal soldiers, and forged this blade.


The weapon is a finely edged reaper daiklaive, with a grey blade, seemingly like faded soulsteel, and it's crossguard is shaped like barbed tongues.


When wielded, the user can channel essence through the blade to empower his taunts and derisions to a level where they are almost like physical damage.


To activate this power, the wielder must feed a number of motes into the blade, not to exceed his Socialize. He then makes a Manipulation + Socialize check. For each success, the target of his derision is at a -1 to his dice pools for the turn. This amount cannot exceed the amount of essence spent.


Speed 4


Accuracy +6


Damage +4L


Defense +1


Rate 3


Drains a number of motes equal to wielder's permanent Essence whenever it strikes a target and inflicts at least 1 health level of damage.


Attunement 7


MM bonuses factored in already.


How's this?
 
How does the taunt power work in combat? Is it reflexive, cost a miscellaneous action, simple action?


I'm not sure how cyl does it, but usually with things like this, I like there to be a way to resist the effect. Something like 1-2 willpower would probably be good. It seems similar to a mental influence effect, so that may be a good way to examine and balance it. Just my two cents.
 
These are the two Underworld Manses the Walker in Darkness has let him attune to, and carry their hearthstones.


Chamber of the Listless Sleep


This small corrupted water manse is situated in a small cave with pools of fetid water all across the single room, with a large bed made out of a combination of soulsteel and black jade. The bed is shaped almost like an altar, and in fact serves as the altar of the manse.


Anyone who goes inside feels comfortable there, and in fact the sense of comfort, despite the manse's appearance is decieving as it seems to draw those who enter to a deep sleep.


The manse produces a Lullaby Stone.


Tower of Forbidden Knowledge


Set in an isolated valley, this lone crooked tower is a forbidding sight. When you get close it looks like someone used the spine of a huge behemoth to fashion this tower.


The first several floors contain many books, dealing with lore from the First Age, and several Iron Circle spells (Bless the Rapine Soul, Bone Puppet Dance, Seat of Deadly Splendors, Soul Brand, Smoothing the Crease-Worn Mind). In addition, it's inside is supported by a myriad of lead pillars, and anyone who dares to cast Iron Circle spells finds out that their spell fail to take effect, as well as Thaumaturgy.


At the top-most room is a small black altar shaped like a stack of books. The manse produces a Jewel of Swift Comprehension.
 
Considering the penalty depends on :


1/ the number of motes spent


2/ the suxx on the roll


And considering the effects last for only 1 action (which in this case means no more than 4 ticks)


I'd say it's pretty fair but indeed, 1 wp could be a good mean to resist. But I'd add the following limit:


This power only works when the target actually works against the character (attacking / defending) etc.


If you'd wanted this power to affect a target on the whole, I'd have considered a roll against his MDV, counting extra suxx as penalties.


Also taunting is made with presence, so I'd rather say charisma / manipulation (depending on wether you are going to enact the threat or not) + presence for the roll :wink:


For the manses and stones: need to check em.
 
Five Rending Behemoth Stone


This abyssal hearthstone is a crimson stone with flecks of black across its surface, and those flecks feel like bumps on it's otherwise smooth surface.


The stone gives it's bearer a better understanding of the flow of Essence between body and melee weapon, giving him two extra dice to his Melee.


I'm not sure whether this should be a 3 dot or 4 dot stone. it gives less dice than Seven Leaping Dragon, but it isn't limited to attack rolls, so it can also boost the Parry DV.
 
You do realize of course that underworld gems do not work in Creation... no mote regen and no power.
 
I understand, that is why I'm also working on giving him a few regular Manses. The two underworld manses were given to him for two reasons:


1) So at least in the Underworld or a Shadowland he can sleep without any Nightmares to plague him, or more likely just to tone them down a bit. (I really don't want to fully negate this flaw of his)


2) The second stone just lets him absorb that much more material that much faster.
 
Hmm I am not a big fan of the lullaby stone, considering you have taken nightmares, but it's not like it's going to have a serious impact over the game since most of it is going on in Creation.
 
Also, like i said, I'm fine with it just reducing the penalty of the nightmares, just in the Underworld. That at least would be an incentive for him to finish his tasks fast so he can return to some sembalance of "normal" sleep.
 
Looks like I've chosen a good time to return, huh?


I'll try to post before tomorrow evening.
 
Oh, forgot to put this in here,


Jewel Of The Master Carpenter


Wood aspect, level 3 Hearthstone


Identical to the Jewel Of The Master's Hand with the exception that the primary bonus goes to Craft wood instead of craft earth (and it's a wood aspect hearthstone)


Also since this is my first post outside my own character sheet for this game;


Hi all!
 
Just so I'm clear, I hope this satisfies as an Artifact:


Sharp Whisper of Malevolence


Artifact rating 3


Soulsteel Reaper Daiklaive


When the Deathlords just made their first appearnce in Creation, a group of Dragon-Blooded decided to try and destroy the Walker in Darkness. As can be guessed, they were easily defeated. But the Blue Jade Daiklaive of one of them caught the Walker's eye. It had the ability to enhance the wielder's taunts during a battle, and he thought it interesting enough to try and emulate in a Soulsteel blade. As penance for daring to attack him, he captured the souls of the Dragon-Blooded who attacked him, and their mortal soldiers, and forged this blade.


The weapon is a finely edged reaper daiklaive, with a grey blade, seemingly like faded soulsteel, and it's crossguard is shaped like barbed tongues.


When wielded, the user can channel essence through the blade to empower his taunts and derisions to a level where they are almost like physical damage.


To activate this power, the wielder must feed a number of motes into the blade, not to exceed his Socialize, as a Reflexsive action. He then makes a Manipulation + Presence check. For each success beyond the target's MDV, the target of his derision is at a -1 to his dice pools for the turn. This amount cannot exceed the amount of essence spent.


Speed 4


Accuracy +6


Damage +4L


Defense +1


Rate 3


Drains a number of motes equal to wielder's permanent Essence whenever it strikes a target and inflicts at least 1 health level of damage.


Attunement 7


MM bonuses factored in already.
 
Essence Bomb Lvl 1-5


This is a specially made essence storage crystal, it is specifically shaped so that it's geomantic stress points are clear and exceedingly weak, around the crystal a casing is built which has a prong inserted into the crevass of the stress point, if pressure is applied to the prong then the crystal will crack and any stored motes will be detonated. It is typically stored with a crystal cap which prevents acidental detonation. The Bomb is weighted so that if thrown there is only a 10% chance of it not detonating upon impact. It is also designed to be easily detonated without the cap, thus it may be set and detonated remotely with and arrow or thrown object.


Damage from an essence bomb is un-blockable though may be dodged. The damage is treated as an attack with a number of successes equal to the motes stored within (if bomb was thrown these successes are added to the successes from the dex+thrown roll, provided it detonates.) with one less success per yard of distance from the burst point. It has a base damage of 5L dice that count as peircing. The artifact is, of course, destroyed after one use.


A lvl 1 has 3m stored


A lvl 2 has 7m stored


A lvl 3 has 15m stored


A lvl 4 has 35m stored


A lvl 5 has 70m stored
 

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