[Custom] Hands of the Renewal [Alliance of the Renewal]

Agg can be healed by a Solar, it just takes some time. Think on it as being rather symbolic. And for someone like Jonas it is perfectly fitting and a worthwhile sacrifice. Besides, 40 motes can be expensive as hell if he is suddenly interrupted and really needed those other 20m.
 
Yeah, Aggravated Damage heals exactly like Lethal Damage.

[QUOTE="Exalted Second Edition]
Aggravated:
(end of paragraph)


.....This type of injury heals naturally at the same rate as lethal damage.

[/QUOTE]
The only major differences that aggravated damage has from lethal damage are its source (a supernatural means, like Essence or strange beings), and the ability to soak it naturally (you can't). Aside from that, they're basically the same thing.
 
Uh... So, regarding my hawk... What are we doing with the Familiar background in specific again? I thought I remembered you (cyl) saying something about considering familiars as spirits and that they reform/reincarnate after death, but I couldn't remember anything else. As the familiar background in the book don't really scale in proportion to say, Cult, Artifact, Manse, Resources, or hell, pretty much any other background :P , I was hoping you might have some houserules to alleviate this slightly, or that we could work up some powers that might be fitting. As my hawk is already pretty damn powerful, we wouldn't need to do much I imagine. Elaboration and improving on some of the benefits in the book might be fine.
 
You got all the bonuses from a 5dot familiar: sharing senses, communication, intelligence (its, not yours), motes available (which regen as well), and his awesome abilities as a dangerous big frickin bird of prey, and I'm considering it's a benevolent animal spirit tied to you (i.e. as long as you don't die, he doesn't either).


You already have survival charms that will boost it up a little, and I'll think of something once you raise essence 5 to make it "evolve"... so we have time for this.
 
True, I was just thinking that elaboration on some of those might be fitting. Say, short-ranged telepathy (maximum range equal to that of the shared-sense power?), greater intelligence (it currently has that of a small child), etc. Then again, I suppose these are powers that might be better suited for that evolution you're talking about.


I don't have any Survival Charms that can make the hawk any better yet, but Bestial Traits Technique is first on my list for Essence 3.
 
Arrow Monsoon Quiver (Artifact ···)


This quiver appears as a thin rigid tube of First Age alloys inset with tracery forged of the Magical Materials. Each depicts unique iconography or imagery appropriate to its Material. Adjustable leather straps allow the quiver to be strung across the wearer's back or hung from her belt.


The Arrow Monsoon Quiver only holds a single arrow. For anyone not attuned to the quiver, this arrow remains firmly stuck and cannot be removed without the destruction of the artifact. Bearers attuned for a cost of 3 motes may draw the arrow as easily as from a normal quiver, determining the type of ammunition as they draw it. Upon doing so, the artifact reflexively drains one of the bearer's motes to create a replacement. Arrow Monsoon Quivers can create any of the four conventional types of ammunition: target, broadhead, fowling or frog crotch. They cannot create more specialized forms of ammunition, though greater versions of this artifact may well be capable of such.


Additionally, the enchanted arrows provide the same Magical Material benefits as powerbows of the same Material as the quiver. These benefits stack with the actual benefits afforded to a powerbow when fired from a magical weapon. Arrows generated by an Arrow Monsoon Quiver dissolve into light once grasped or attacked, or at the end of the scene.


This is an artifact created by Nephilpal a few years back in a random thread on RPG.net. I would very much like to use it, after I post my fanfic in a few minutes from now :P . What do you think, cyl?
 
Uh, well I'd just drop a dot of rating... if we are talking only about a +1 acc +1 dmg and +50 yards... and it drains a mote everytime you fire it.
 
True.. I was thinking this too. I've been stuck between keeping at 3, and lowering it to 2. I was thinking it might be 3 because of the idea that the MM bonuses from this stack with that of a powerbow, but the more I think about it that's not really an amazing benefit.


So as a 2-dot artifact, with everything else as written, it's good?
 
I've posted the stats for Arelean's Hawk on his character sheet.


I think the war hawks should dots in Investigation for a few reasons that I wasn't thinking of way back when we discussed this.


1) Metalagapans have very little meat to spare, as most of their scarce livestock are used for other purposes (wool, milk, pack animals), and hawks are carnivores


2) The hawks live in the highest point on the mountain called the 'Aerie,' where they fly freely from to the surrounding areas to exercise (and hunt, I imagine). They lived on this area of Metagalapa long before Metagalapan society tamed them, and always return after flying about.


So, if it's cool, they probably should have a few dots in Investigation. What would be a good number?
 
Revising its abilities following the East book it makes more sense he gets


Survival 1


Investigation 1
 
Gauntlets of Uncompromising Glory (Artifact 5)


Attunement 8



This set of Smashfists appear oversized, bulky and unwieldy, they seem more like a set of museum pieces than instruments of battle. However, once attuned, these one-of-a-kind artifacts fit themselves not only to their owner’s body to cause no impediment to any task attempted, but also to their soul. Of primary interest to most who attune to the artifact, their combat prowess is directly proportional to the virtues of their owner; a being that does not possess the Virtues worthy of one the Chosen of the Sun will find the gauntlets to be less than spectacular, possibly even hindering compared to their native skills. Furthermore, should the bearer override a Virtue while attuned to the Gauntlets of Uncompromising Glory, the artifact lives up to their namesake, treating the associated virtue as Zero for the purposes of their combat statistics for the remainder of the scene.


The Gauntlets of Uncompromising Glory would not be nearly as powerful if this was their only ability, their close connection to the soul of their owner manifests as a unique ability specific to each individual. This ability generally falls within the range of a third tier Artifact when it comes to power level and it always reflects an important aspect of the character’s personality, intimacies and motivation. The character’s primary Virtue is usually factored in to the ability in some manner.


In [charname]’s case, the unique ability is similar in effect to that of a Pectoral of Resplendent Speeches. [charname] can spend an additional 2 motes to the gauntlets to create a perfect golden instrument for the rest of the scene in a manner similar to the Glorious Solar Saber charm, adding his primary Virtue to all Performance dice pools. If he spends and additional 5 motes his instrument allows any performance of his to be clearly heard up to 100 yards away. This effect also prevents listeners within those 100 yards from hearing any other speakers who are more than five yards away unless those speakers are using charms or similar artifacts to enhance their speech. Within 100 yards of the character, his performance is the loudest sound, even if he is performing in the midst of a pitched battle. Anyone within this area who does not stop up their ears cannot avoid listening to the character. When the golden instrument is used in this fashion, people within 200 yards can still hear the wearer, but loud noises can easily drown out his performance, and at this range, avoiding listening to him is quite easy.


These Guantlets count as Form Weapons for Solar Hero Style and the Four Arguments of Virtue styles only, regardless of whether the Smashfist is a form weapon for those styles or any other Martial Arts style.


Punch


Speed
8-Conviction; Accuracy +Compassion; Damage +ValorB; Defense +Temperance; Rate 3; Tags M,P


Clinch


Speed
9-Conviction; Accuracy +Compassion; Damage +ValorB; Rate 2; Tags C,M,P
 
I don't see what makes it so powerful it should be an artifact 5.


Also, making the stats depending on your virtues is very very dangerous, therefore limitating its power even more.
 
I also have a hard time imagining someone using a smashfist to play an instrument :lol:


You could instead make it an instrument that can be used as a weapon.
 
Plus it's magic. This is a game where people get to balance on spiderwebs and pick up buildings and can dodge mountains thrown at them. I don't see how rocking out with a pair of giant guantlets on strains your credulity when you think about it
 
Glorious Air-Guitar Of The Sun


Cost: - (2m); Mins: Performance 5, Essence 3; Type: Permanent


Keywords: Obvious


Duration: One Scene


Prerequsite Charms: Phantom-Conjuring Performance


This charm expands Phantom-Conjuring Performance. The ethereal music produced by that charm expands in scope into something truly worthy of one of the Chosen of the Sun. Phantom-Conjuring Performance now can also be activated whenever the Solar uses any Charm from the Performance tree, not just its Excellencies. By spending an additional 2m when using Phantom-Conjuring Performance, the Lawgiver can create a unique golden instrument that sheds light similar to an Anima Banner at the 8-10 mote range for the rest of the scene. Similar in appearance to Glorious Solar Saber, this essence construct does not directly provide any dice benifits, but whenever the Lawgiver uses a Virtue Channel to aid in a performance using the Glorious Air-Guitar Of The Sun, it does not count against the limit on the number of Virtue Channels per story the Lawgiver is restricted to.


Each Lawgiver with this charm creates only one distictive instrument and, despite the name of the charm, it can be any type of instrument - including large immoble ones. They only function for the Solar that created them, and an Exalt can learn how to create other instruments for a cost in experience equal to half the cost they initialy paid for this charm in the first place.


Upon reaching Essence 4+, a Lawgiver can activate Phantom-Conjuring Performance at any time, without needing to use any other charms to initialize it.


The Lion's Heart


Solar Manse •


Trigger: None.


This smooth golden orb displays a white sunburst pattern if it is held at the correct angle. When attuned, it grants its owner a stronger connection to her passions. The character receives a single automatic success on any Virtue roll. This includes rolls to see if she can resist acting in accordance with a Virtue, as well as any roll for which she spent a Willpower to add a Virtue's rating to her dice pool.
 
On the charm


I'm not sure, but with the virtue channeling thing it looks like a ess 4 charm


On the hearthstone


I think an auto-success is a bit powerful for a level 1 hearthstone......generally a cap is the level of the stone in bonus die, and a success normally counts as to bonus die.....add to that the fact that it works for all virtues and it becopmes especially powerful when you consider the channeling virtues aspect of it.....there is no question of auto success or bunch of dice (spending a willpower for a success or to channel a virtue), you get both in a single go.........in comparison The Hardened Spirit Gemstone add a single die to a specific virtue with prereqs(wp6+ or conviction 3+) to make it work...


So...by that, auto success would pop it to a 2, then effecting any virtue would make it a 3
 

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