[Custom Stuff] Secret Weapons [Why Vote for a Lesser Evil?]

For your approval/consideration:


Efficient Lord's Hearthstone Bracers (3-dot Artifact)


These jade bracers are similar to the Hearthstone Bracers so prevalent in the realm; besides the additional slots added to them. The minor nuances are hard for the layman to notice at first; but an expert will be able to see that the extreme detail-work in the filigree and symbols. It's rumored that in every delicate line of the filigree is a guide in how to control ley lines; or perhaps how to conquer Creation -- all too small for any method in the Age of Sorrows to see. Created by a prominent land owner in the First Age who was looking for an efficient way to benefit from all of the Manses within his domain, these are a modification to the traditional Hearthstone Bracers. Created by a true miser, these Bracers only come in the prevalent White Jade, and each bracer contains slots for three hearthstones (for a total of six). Regardless of being made of Jade, they do not gain the speed reduction of their sister-designs. The miser knows he can't spend his money if he's dead; and these bracers offer a five-die bonus to dodge pools versus the lesser three-die bonus on the regular models. Each bracer requires four motes of commitment - for a total of eight motes.


tl;dr: 3-dot Jade Artifact that grants 6 hearthstone slots and +5 to dodge pools for 8 motes.
 
I'm don't have a very good eye for balance, but i'd say these look fine. Maybe a bit strong for 3 dots, but not nearly enough to warrant 4. But maybe i'm just overestimating the value of hearthstone slots.
 
Seeking approval for this charm.


Just to note the subtle differences between this charm and what is in the DB book;


What the Dragonblooded book has is a charm that allows a DB to provide die up to her (ability) pool for a target. So, if another DB had 5 in melee, and she wants to enhnace someone who has 3 dots in melee, she can only provide 2 die and that's it. If the target only has 2 dots in melee, the max they can do is... 2 die as it hits the limit of their charm of no more than double the target's ability score OR the contributing DB's ability score.


In short, weak-sauce.


What this charm does is allow a DB to provide additional die (up to his ability score or his target's MAX die-adder limit, which ever is lower). Think of it as a DB die-adder for allies.


***


Terresterial (Ability) Enhancement


Cost : 1 mote per 2 die + 2 motes per target


Type : Simple


Duration : Scene


Keywords : Combo-Ok, Touch


Minimums : (Ability) 4, Essence 3


Requires : Any (Ability) Excellency


The true power of the dragonblooded lies not in their individual selves. No, the dragonblooded's strength comes as they gather as an army. Strike as one, their essence reinforcing each other, enhancing each other.


This charm allows a dragonblooded to enhance the die-pool of his allies. The dragonblooded spends 2 motes per ally enhanced (up to essence allies), he may then spend up to (his ability) motes to purchase die at a cost of 2 die per mote. The diepool of his ally can be increased up to (dragonblooded's ability) or her own die-adder limit, whichever is lower.


The die purchased by this charm counts towards the die-adder limit of the enhanced target. If multiple versions by different dragonblooded is used to enhance a single target, the target's die-pool is only enhanced by the charm providing the highest bonus. The allies to be affected must be holding hands at the time of charm activation.


If the charm is used to enhance an ability that provides a static value such as DV or MDV, the bonus die is added directly to the DV calculation prior to being divided. The die are not rolled. Any fractional motes left over by pool-size restrictions are lost.
 
Seems fair. The original is rather weaksauce.


One question though - if you're buying dice for (Say) two targets and can add (Say) four dice to their pools, would you pay (Targets*2+dice added to each taget/2) =8 motes, or (Targets*2+dice added to any one pool/2) =6 motes?


That was hard to phrase... :roll:
 
It's targets (2 x 2 motes = 4 motes) + die added (4 die / 2 = 2 motes). So a total of 6 motes.


Basically, this is based on a certain 1st edition melee charm.
 
So we can boost each other in social combat and stuff, like craft! Now it makes sense for teams of artificers to work together to build stuff if they boost each other... :twisted:
 
I'm trying to find a good Sorcerous artifact, but they are so few and far between...


...d'you think a Metasorcerous Phylactery would be overkill? 10 motes is already stretching a Terrestrial sorcerer's motes pretty durn thin.
 
It depends. There is the spell catching cord. The urn thingy that you can use to MAKE your spells into potions that you throw. There is a hearthstone that allows you to lower costs of your spells....
 
Abjurations rules can be found on page 133 of the fairfolk manual.


But basically, they provide cheap cost powers for mutation points and motes that you can NOT uncommit unless they are fulfilled or broken in some manner.


This also requires a grace to possess, which implies fair folk interactions. This is for my pc, Lillun, whose fallen in with some fun entities who sneer at the banality of Creation. ^_~


They can be strong, or at least appear strong. There are however many easy ways to beat them if you read thru the text I've written below. 8)


***


"I swear I shall never be defeated by anathema until they are all brought low."


Samhara Oath (Wyld Artifact 1)


Attunement cost: 1 mote



Mutation points: 2



Imposition of Law (2g) - fairfolk page 168



The oath grants the mutation of "Imposition of Law" (Dexterity + Melee + Specialty (vs anathema)), allowing its master to always succeed in melee combat rolls and possessing a perfect melee defense against anathema; Solars, Abyssals and Lunars are the only valid targets at this point, unless Sidereals are revealed as anathema.


This automatic success/perfect defense ability with regards melee combat does not work if the anathema opponent uses charms or stunts, which they kind of tend to.


"I shall never let myself die until I attain the Scarlet Throne."


Srishti Oath (Wyld Artifact 5)


Attunement cost: 5 motes



Mutation points: 4, but is treated as 1



Bastion of the Self (Heart) (4g) - fairfolk page 168-169



This oath provides the benefits of Bastion of the Self (Heart), which grants immunity to any and all non-magical damage.


The master of the oath is immune to all non-magical attacks' which includes any deliberate attempt to inflict harm on the swearer with mundane weapons or non-magical martial arts (no charm use). If the attack is made with a magical weapon or uses a charm or other supernatural power, add the swearer's essence to her applicable DV.


Against enviromental damage, it provides absolute immunity unless it is magical; this includes the charms and innate powers of raksha and elementals or the anima flux of other dragonblooded. When the enviromental damage is magical, the master adds her essence to any applicable DV or adds Essence die to any relevant roll to resist damage.
 
I'm looking to snag the reaver variant or Lillun... :D


***


Pendant Daiklave


During the first age, when artifacts were common, the pendant daiklaves were popular amongst dragonblooded bodyguards and companions who had to appear suitable for various social events and yet be armed, so as to better protect their solar patrons. The artifact is exceedingly popular amongst dragonblooded socialites who prefer discrete armament when socializing.


The harmless appearing artifact typically appears as a pendant or medallion that could be combined with various outfits, if not actually made into part of said garment. Close examination of said medallion shows that the artifact is a black jade medallion, typically a ring, with detailed carvings surrounding an intricately carved miniature model of a daiklave.


Once attuned with essence, its owner may touch it and transform the carving of the daiklave into its alternate form; a full sized jade daiklave with all the normal benefits of such. The daiklave stays that size until it is returned to its original size with a thought.


There are rarer versions of the artifact, designed more for bodyguards than companions during the First Age, that uses variant daiklaves.


Transformation takes a reflexive miscellaneous action that is speed 1.


Pendant Short Daiklave (artifact 1 for single, artifact 2 for paired)


Spd 4, Acc +4L, Dmg +4, Def +1, Rate 2


Minimum Str 1, attune 3 motes (6 motes for paired set)


Jade bonus: -1 speed, +1 damage


Pendant Daiklave (artifact 2)


Spd 5, Acc +3, Dmg +6L, Def +0, Rate 3


Minimum Str 2, attune 5 motes


Jade bonus: -1 speed, +1 damage


Pendant Reaper Daiklave (artifact 2)


Spd 4, Acc +4L, Dmg +4, Def +1, Rate 3


Minimum Str 2, attune 3 motes (6 motes for paired set)


Jade bonus: -1 speed, +1 damage


Pendant Reaver Daiklave (artifact 3)


Spd 5, Acc +3, Dmg +9/3, Def +0, Rate 2, Overwhelming


Minimum Str 2, attune 5 motes


Jade bonus: -1 speed, +1 damage


Pendant Grand Daiklave (artifact 3)


Spd 5, Acc +3, Dmg +9/3, Def +0, Rate 2, 2-handed Overwhelming Piercing Reach


Minimum Str 3, attune 8 motes


Jade bonus: -1 speed, +1 damage
 
Balancewise these seem more or less fine. If you want to use them, do so.


I will say, however, that i think something's off with them feeling-wise. Personally i would have either made them bigger in some way (A daiklave from a pendant...?), like a cane or staff, or made the weapon itself smaller (A knife from a pendant? Sure).


But YMMV and all. Use them if you like them. :)
 
I'm sort of confused by these Pendant Weapons... They have the exact same stats, artifact dots and commitment cost as regular weapons, but they can be hidden and they are drawn as a Speed 1 Reflexive action versus a regular draw action?


Why would anybody EVER use a regular Daiklaive?
 
^_^


They're cool items from 1e... the trouble is, the're slightly more expensive; with a artifact 3 version of reaver?
 
http://www.patternspider.net/forums/vie ... 0&start=15


Will you give your blessing upon the following charms, oh Immaculate Dragon?


I'm not going to get all of the charms below immediately, just wanted your approval first.


***


Flame Dances Upon Candle-Wick


Cost : 3 motes


Type : Simple


Minimum Athletics / Essence : 3 / 2


Keywords : Obvious


Duration : Scene


Prerequiste Charms : Any Athletics Excellency


Like a flame that flickers and dances upon a candle-wick, the dragonblooded may automatically succeed on any valid athletics action to keep her balance. The dragonblooded is allowed by virtue of this charm to keep her footing upon any and all surfaces capable of bearing the weight of a flame.


She treats the blade-thin edge of a single piece of paper as a three-foot wide platform capable of supporting her weight when determining what movement and athletic actions she can take and what penalties may apply.


Leaf bears the Flame


Cost : 1+ motes


Type : Supplemental


Minimum Athletics / Essence : 4 / 2


Keywords : Cooperative


Duration : Scene


Prerequiste Charms : Flame Dances Upon Candle-Wick


Imparting his essence into the objects that she carries, the dragonblooded can infuse a portion of the essence of fire into it, lightening its weight.


For each mote spend, the dragonblooded may increase the maximum weight that he can lift as per the Feats of Strength table on page 127 of the Exalted corebook. The maximum amount of motes that he may spend is (Dragonblooded's stamina).


Multiple dragonblooded can activate this charm together to lift objects of immense size and weight. One dragonblooded serves as the focus of the charm (typically the one who possesses the highest strength + athletics score or highest stamina trait) with her (strength + athletics) serving as the base maximum limit before factoring in the assistant bonus as per Feats of Strength on page 127 of the Exalted corebook or the bonus that comes from the charm. The maximum number of dragonblooded that can cooperate towards this charm is equal to the focussing dragonblooded's (stamina).


The maximum amount of the total motes that can be spend by all of the dragonblooded cooperating is equal to the focussing Dragonblooded's (Stamina + Essence). Every mote spend by any of the dragonblooded counts towards the maximum allowed by the charm.


Pressure Breaking Point


Cost : 3+ motes


Type : Simple


Minimum Athletics / Essence : 5 / 3


Keywords : Combo-Ok, Elemental, Obvious, Touch


Duration : Variable


Prerequiste Charms : Leaf bears the Flame


Any child can speak of the destructive nature of the elements. From storm-winds and lightning striking down ships and trees, to landslides and earthquakes that bury homes, to fires that raze all before it, to the countless rain drops that erode mountains to boulders, to creepers and trees that consume villages and cities if not driven back. All these are well-known, as is this charm allows the dragonblooded to pit the fury of the elements against a single object.


Activating this charm, the dragonblooded touches the object before him. Concentrating, he lets his essence seep into the object, seeking out its week points before flooding said weak points with his essence. As more and more elemental essence is fed into the object, it appears to be buffed by the appropiate element of the dragonblooded's aspect, before eventually breaking down as if destroyed by the appropiate element.


Mechanically, the dragonblooded does his essence in damage against the object every action. The object is unable to soak the damage. At essence 5, the dragonblooded may reduce the duration of the charm, by spending 2 motes per action reduced. Down to needing nothing but a light tap against an opject to make it explode in elemental fury.


Despite what certain people may think, this charm does not work against animate beings, nor does it work against objects of the five magical metals or various first age alloys.
 
Seems fine. Approved, with the caveat that i'm not very experienced judging charm balance, and thusly reserve the right to change my opinion later :wink: .
 
I need an Artifact:


Mask of the Monkey King


4-dot Artifact


The Mask of the Monkey King is a seemingly normal-enough item crafted from rough-hewn wood and inset with green jade eyes. When donned by an essence user and invested with 8 motes of Essence, however, it effects a physical transformation over the wearer, melting into their face as the wearer becomes the depicted Monkey King, a long-lost itinerant of the Terrestrial Bureaucracy who dared to claim himself the equal of Yu-Shan. Much of the wearer takes on a simian appearance: his posture slumps and curves a bit, his flesh changes. He may grow or shrink as much as a foot, and most notably grows a tail.


The Mask of the Monkey King is, first and foremost, a Perfect disguise. Essence sight or similar effects confirm that is a disguise, but fail to penetrate to the user's identity. Voice, posture, scent and form are all changed for the duration. Additionally, the user adds their Essence to their movement speeds, jump distances, and as automatic successes to Athletics checks based on grace or balance as they inherit a growing measure of the Monkey King's own serene agility.


The Mask of the Monkey King has a single Hearthstone slot upon it's brow; this continues to function when donned and attuned. The mask is a specific exemption to the normal time limits of attunement, and may be donned and attuned as a miscellaneous action. Unattuning requires a ten-minute test of wills against the mask, requiring a successful Willpower roll.
 

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