Ker'ion's Shop of Magical Items

Ker'ion

Primordial of Abstract Logic
[Moved to the correct sub-forum]


I thought it might be easier if I just started putting all of my magical item ideas into a single thread, to make them easier to locate, etcetera.


To put it bluntly, this is going to be a fairly long list and I'll try to get them in some semblance of order on the first set of posts, separating them by level.
 
Level 1 Artifacts:

Essence-Calming Stone (Artifact level 1 for each 1 foot cube)


Description:____________


As the player draws closer to the castle walls, a soothing feeling flows over their entire being and the air feels thicker though more pure, as if their entire being was being wrapped in a thick pillow.


Weaker essence creatures are slower to feel the effects of the Essence-Calming Stones, but are no less affected by it.


System: _______


When a character is closer than (Essence x10) yards to the stones, the player can make a Perception+Awareness roll to feel the dampening effects of the rock.


Essence-Calming Stone soothes the essence flow of those near it, but also make it harder to force the sluggish power to fuel anything. As the player gets within (Essence x10) yards, all Essence expenditures require 1 additional mote be spent for every 10 Essence-Calming stones (rounded up to the next 10) in the area. This surcharge becomes greater as the character moves closer to the stones. The cost is doubled for every 10 yards closer the character moves toward the stones. When the character is within a yard of a number of stones equal to the character's Essence rating, the character becomes unable to spend Essence. Alternately, if the number of stones in the area (even at the greatest range) is greater than the characters Essence rating x10, they will also be unable to use Essence.


To count toward this effect, each stone must be at least 1 cubic foot in size.


Pebbles, pendants, etcetera don't count.


The benefit of Essence-Calming Stone is that Essence respiration is increased one step while within 10 yards of the stone. If at rest, an Essence user increases their respiration by +5 motes per hour as the flows of power through their body are smoothed back into alignment.


Essence-Calming Stones are a natural byproduct of the Wyld-Devouring Tyrant, a creature engineered during the first age to battle the Fair Folk and expand the borders of Creation by crystallizing the wyld as they passed through it and devouring any wyld-tainted object the beast came across. The beast's designer, in an attempt to keep it hidden from the Deliberative, lest it be used to manufacture stones that could be used against him, only created two Tyrants, both of which were ageless and sterile.


In appearance, the Wyld-Devouring Tyrant resembles a 12-yard-long vicious blue and gold styracosaurus with a jagged, fanged maw filled with rows of razor-sharp teeth, bladed talons on it's toes, and spines down it's back and splayed out from it's tail.


I'm thinking if a manse were designed out of them, it should have no essence-based powers at all, but could cap a demesne rated at up to double the manse's rating.





Judicious Yeddim Prod (Artifact Lv. 1)______________


Description:____________


In the early First Age, the might of the the Exalted armies moved their largest weapons by the power of animals. To control the herds, mortal and (rarely) Terrestrial herders had to use persuasion and skill. To improve on these skills, the Exalts created the Judicious Cattle Prod, a staff with two long, needle-like prongs on it's tip.


Through the replication of electrical energies, the Yeddim Prod could be used to intimidate most beasts of burden by jolting them into submission, either with a sturdy blast of power, or a quick, but less powerful jolt. Later in the first age, the more creative Solars and occasionally their Lunar partners, began using these devices in other aspects of their life, first as weapons, then in more private areas.


As the glories of the First Age passed into the dreams and history books, most of the Yeddim Prods were either dismantled or stored away, as the Dragon Blooded felt that tending to herds, even in a military campaign, was below them.


The few versions that remained in use with the herds were created with Essence Accumulators built in to them which were still of use to the mortals and beyond the desires of the Dragon Bloods to replicate or dismantle without injury, and so were left alone or given to their mortals to use on rare occasion. A Judicious Yeddim Prod with an Essence Accumulator is an Artifact Rating of 2.


System: _______


The Judicious Yeddim Prod is normally a mix of Mystical Metals, though in some cases, a Prod was built solely of one material, so as to take advantage of it's magical properties.


The Yeddim Prod was built to do just enough damage to provoke a Yeddim without injuring it too much with normal use. On it's handle is a switch that when flipped up will cause a large amount of less than lethal damage, while a more lethal dose is administered with the switch down. The power level is adjustable by a dial near the switch, so the damage ratings below represent the maximum power level available to the Yeddim Prod.


This damage is typically used to control the animal in question, improving the handling check for such instances by 2 successes (plus the difference between the conviction of the user and the target) after it has first been used on the animal, though an animal that recognizes the Yeddim Prod will react to it's presence as appropriate. If the Judicious Yeddim Prod is used in a combat situation, this obviously does not apply.


The Accumulator powered versions have no hearthstone setting, while the Essence powered version has one setting.


This Artifact does Electrical Damage so non-Artifact armor has no soak when used to defend against this weapon


Commitment: 3m or 0m Activation Cost: 1m or 0m


Speed: 5 Accuracy: +3 Damage: +3L or +6B Defense: +1


Notes: Variable Power; Electrical Damage
 
As I don't seem to have made any level 2 Artifacts, that section is missing.


Level 3 Artifacts:

10,000 Blessed Tools of the Great Maker________________


Description:______________


While working on the designs necessary to endure through the Primordial War, many attempts were made to consolidate the tools needed to create and maintain the artifacts of Creation.


Though the designs and power levels of these tools varied, none was so popular as the Ten-Thousand Blessed Tools of the Great Maker, a design oddly created by Raging Howls of Blood, a Full-Moon Lunar who was irritated that his warstrider's repair times were causing him to miss out on battles.


To remedy this problem, Raging Howls of Blood designed and crafted this efficient little device, with the help of his repair crew of Mountain Folk and People of the Earth.


Crafted from pure yellow Jade and Moonsilver to resemble something between an oversized pair of brass knuckles and a folding knife, the tool, when attuned reacts as a Proteus Gauntlet, though on a smaller scale, changing into any tool the user might need from a tiny snaking screwdriver able to get inside the smallest crevices to a wrench the size of a man's arm.


System:______________


As a small device, the Ten-Thousand Blessed Tools of the Great Maker easily fits in a pocket or pouch and can be used by anyone, whether they are capable of wielding essence or not. With a simple mental command, thousands of miniscule gears slide and coalesce into whatever shape the user desires between the tiniest flexible driver needed to repair a Prosthesis of Clockwork Elegance or a great wrench to wrest the bindings loose from the arm joints of a Warstrider.


Any tool ranging in size from a yard to less than a tenth of an inch may be created, including powered or rotating devices, saws and the like, either simulating a flawless workshop or adding two dice to the crafting roll on any device created or repaired by someone using it. Spending a mote into the item for a scene makes it capable of replicating power tools and adds two more dice to the crafting roll.


Though the device is not typically abused in such a fashion as to turn it into a weapon, it is possible to do a malicious amount of damage to most living creatures with a blade, saw, or even a buzz-saw, though powered items require the expense of one mote per scene they are active.


Altering the shape of the Ten-Thousand Blessed Tools of the Great Maker is a miscellaneous 5 tick action that requires a single mote.


Commitment: 2m or 1wp Activation Cost: 1m or 0m


Speed: 5 Accuracy: +3 Damage: +1B Defense: +2


Notes: In addition to the above statistics, any weaponized version of the Ten-Thousand Blessed Tools of the Great Maker also receives 6 points to allocate to Accuracy, Damage or Defense, at the whim of it's wielder. Altering the damage to be lethal instead of bashing spends one point. Spending a mote adds another 4 points to this pool.





Destran Model H15b Horseless Carriage_____________


6 motes to attune the carriage and a level 2 Hearthstone to operate the winterbreath jar / warmer combo and weapons mounts.


This is reduced to 3 motes attunement if the hearthstone is lv. 3.


Move at 7mph, can be up to 15mph, a foot and a half off the ground.


Space for 8 people inside, plus 1 enclosed driver.


9B/7L Soak, 4B/3L Hardness.


Comes with a winterbreath jar / food warmer combination built in.


Mounts for up to 3 small vehicle weapons.


Looks like a Cinderella carriage.





Ever-Rest Bag______________


4 motes to activate (attuned while active).


Fits up to 6 people plus their gear in a condensed space the size of a large sleeping bag.


+3 successes versus temperature extremes.


Rest time is reduced by 75%, so two hours in the bag sleeping is a full night's rest.


-1 perception rolls outside of the bag due to thick fur.





Hydrofoil Land Ship________________


These sailboats can travel quickly with a good wind, with oversized sails and an outrigger and daggerboard for stability.


Though they are barely large enough to sustain a crew in a crossing of the Inner Sea, a hydrofoil craft works well in shallow waters, including some smaller rivers. With the capabilities allowed to them as an artifact land ship, these craft are an unparalleled courier or small pleasure craft and this was their common use in the early First Age and again in the Shogunate.


Common rolls are military, diplomatic or civilian courier, pirate scout or fast-attack craft.


Speed: 20/40 mph


Maneuverability: -1S


Endurance: Winds and currents


Crew: 4/1


Cargo: Provides two comfortable cabins for up to four passengers, with modest accommodations for one servant and the crew; designed for long-term living.


Armor: Hardness (3L/5B) Soak (6L/10B)


Health Levels: Ux10/Mx5/Cx4/I/D


Weapons: None, but can be fitted with two medium turrets, holding appropriate weaponry.


Other Notes: Measures 13x13x2.5/2.5. Each two-man cabin can be altered to hold cargo instead of passengers, allowing for up to 10 tons of cargo per cabin.





Legerdemain Gloves_______________


Attunement: 5 motes


After attuning to this pair of finely crafted leather gloves inlaid with fine designs in blue jade and starmetal, the owner has only to touch any single unattended and non-living item smaller than one cubic foot and spend ten motes. This will instantly transport the touched item into Elsewhere to be held until the wearer decided to call it forth as a free action.


Though both gloves must be worn for the effect to function, each glove has it's own holding area, allowing for two items to be held at any one time. Attempting to store an item in a glove that is already holding something calls forth the previous item and stores the new one.


There are a few rare examples of gloves that can store larger treasures (up to one cubic yard), but these would be considered Artifact level 4 for a pair.





The Mantle of the Creator's Faith_____________


Attunement: 5 motes or 1 Willpower


The artifacts known as The Mantle of the Creator's Faith were finely crafted Orichalcum and Starmetal collars engraved with Jade texts in Old Realm espousing loyalty and fealty to the exalted.


When worn and willingly attuned during an oath to the wearer's lord, the sigils glow according to the type of both parties attending the oath.


Until such time as the wearer willingly and without coercion of any type allows the attunement to lapse, this artifact will protect their mind from any natural or unnatural mental effects that would deter them from following orders. Unfortunately, the collars make their wearers want to follow these orders, and so many owners have fallen in service to their masters, one way or another.


The specific effects of the collars are as follows:


Add the wearer's Integrity to DV when supporting a chosen group.


All attempts, natural or unnatural, to sway the owner from the whims of their master fail as an unacceptable order.


Anything that goes against the plans of the master, whether natural or unnatural, becomes an unacceptable order.





Nightguard's Shadowsuit_____________


Created as a simpler version of the Armor of the Unseen Assassin, these suits were made in various forms throughout the First Age and the Shogunate, even as far as into the Second Age on rare occasion. Utilizing the light-bending properties of certain types of Fair Folk and their behemoth war machines, the leather used to make the shadowsuits required less effort in construction and upkeep as well as in activation.


Soak: 6B/ 8L, Hardness: 3B/ 3L, Mobility: -0, Fatigue: 0, Attune: 4


Filtration Baffles*: +2 bonus to Resistance against poison or all forms of disease (including wound infection).


Sensory Augmentation Visor*: By spending one mote per minute as a reflexive action, the wearer gains a +2 bonus to Awareness.


Alternatively, the wearer can activate Essence sight at a reflexive cost of two motes per minute, which also automatically pierces any Shadowsuit cloaking device (allowing coordination of cloaked strike teams).


Reinforced Gauntlets/Boots: As weapons, the gauntlets and boots can parry lethal attacks without a stunt (as an exception to the standard N tag), and they have the following respective statistics:


Gauntlet Speed: 5, Acc.: +1, Damage: +5B, Defense: +2, Rate: 3, Tags: N


Boot Speed: 5, Acc.: +0, Damage: +6B, Defense: -2, Rate: 2, Tags: N


Silent Cloak of Night*: Players must make a reflexive (Perception + Awareness) roll, diff 3 (while moving) or 5 (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). Once a character succeeds in noticing the wearer, she can continue to track the armor as long as it stays in her line of sight, and she may attack it normally without needing further checks. If the armor leaves her sight, she must locate it again. 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.


After a total of 25 hours use without being repaired, the armor will randomly shut off one of the powers marked with an asterisk(*), losing the other powers one at a time after five more hours of neglect. First Age copies did not suffer from this issue and are effectively one dot higher in Artifact value.





Pocked Goremace_________


This odd yard-long weapon appears as a gaunt goremace with small pockmarks marring it's weighted head. Although it can be used as a swift and deadly weapon in it's own right, the divots in this artifact signify a hidden power to the aware.


After attuning to the mace, the expense of five motes while touching the mace to any object not attuned to another being will cause it to be sucked into elsewhere, to be recalled at will by any attuned weilder.


The item cannot be larger than a cubic foot, nor can it be alive when taken, but is otherwise perfectly preserved while in elsewhere.


A pocked goremace typically has a single hearthstone setting in the base of the hilt.


Speed: 4, Accuracy: +3, Damage: +10B/+4, Defense: +2, Rate: 3, Str: 2, Tags: O





Verni's Aquatic Habitation Vestments (Chaomorphic Symbiote)____________


This type of symbiote was decently popular in the High First Age as an easy way to deal with aquatic races and as a way for younger exalts to tour the underwater areas more easily.


Rather costly to attune, the symbiote needed 12 motes and was best attuned in shallow water, so as to not suffocate when it activated.


After attunement, it's wearer was capable of moving through the waters with great speed, due to their lower body becoming the trunk of a dolphin, with an understandable hindrance on land due to this. Also, the wearer was capable of breathing like a fish, with obvious issues if they were in air and not water. In addition to this exchange, the symbiote granted it's wearer electro-luminescent vision overlay & sonar to enhance their perceptions in the waters of Creation.





Whip of Eternally Poisoned Thorns_____________


A rather simplistic device created during the early Shogunate era as a means to balance out the power between the elementals and the children of the dragons, these were one of five different weapon types that were designed, though the others have been lost to time and lack of use.


Speed: 4, Accuracy: +3, Damage: +7B, Defense: +2, Rate: 2, Minimums: Str 1, Dex 3 Tags: D, R


Anyone damaged by an attack has thorns embedded into them inflicting a venom with the following statistics:


Damage (Essence) B/hour, Toxicity: (Essence), Tolerance: -/-, Penalty: (Essence/2, round down)


Minimum Essence is counted as the Artifact's rating of 3.
 
Level 4 Artifacts:

Shinigami Sureiya^, Death's End (Artifact Lv. 4)


Moonsilver Katana (as a Moonsilver Reaper Daiklave):


Speed: 4 Accuracy: +6 Damage: [Essence] +4L


Defense: +3 Rate: 3 Tags: Sp, Holy Attunement: 7


System: _______


Special: Any creature associated with entropy, decay or death is considered a Creature of Darkness when using this weapon.


Holy: All damage is considered aggravated versus Creatures of Darkness.


Spirit-Destroying Touch: For two motes, damage versus spirits of any type (demons, elementals, ghosts and gods) is considered aggravated, as if they were struck by Ghost Eating Technique. For a total of 10 motes and one Willpower, this power becomes active for the entire scene.


Any spirit that is defined as a Creature of Darkness by the limits of this weapon has the raw (pre-soak) damage dice against it increased by 50% (rounded up) when Spirit-Destroying Touch is active.


In addition, on a damaging attack that would cause this weapon to do aggravated damage with it's own abilities, this steals (the weilder's Essence) motes and gives them to the weilder. If the target is a viable candidate for both of the weapon's abilities and Spirit-Destroying Touch is active, the mote drain is also increased to (the user's Essence x1.5, rounded up).





Decimator Grenade (Artifact Lv. 4)


Description:____________


Designed during the final days of the Primordial war, these rare artifacts appear to be a jade and starmetal orb about double the size of a clenched fist. Though designed to do considerable damage, they were specifically created to affect only non-living materials, including automatons. After the creation of the Underworld, the grenades were also found to be effective against undead.


All Artifacts must make a roll against difficulty 2, rolling the Artifact's level in dice (or Resource value minus 2, minimum 1 for non-magical constructs). Any item that fails the initial roll is imediately destroyed, falling to the ground as it is rended into Essence and slag.


All Artifacts that succeed must then contend with 15 dice of post-soak damage to any non-living matter within a three yard radius of the grenade as the mystical destruction shreds anything in it's path, resulting in the same effect as above if it actually destroys the item. Any Artifact that does not have a set number of Health Levels listed is considered to have 5 health levels per Artifact level (so a level 5 Artifact with no official statistics would be able to take 25 levels of damage before it breaks).


Soak specifically does not apply to any object that is not considered alive. This includes the undead and sentient Artifacts of any level equal to or lower than that of the grenade that possess an MDV lower than 8. Artifacts that are attuned to someone are not excluded from the grenade's power.





Epona Class Fast Transport (Artifact Lv. 4)


Repair: 3


Attunement: 12


Speed: 24/50mph, overdrive: 48/100mph


Maneuverability: +0 (Lore 3, Sail 3)


Endurance: Attune for twelve motes. After 50 hours of function, this vehicle will begin to need repairs. Although the lift repulsors do not require maintenace, the engine speed will be reduced by 10mph in either mode for every additional ten hours it is run until they cease to function, which then shuts down the entire vehicle, including the repulsors. Each hour in overdrive counts as two hours of run time for purposes of repairs. The lift repulsors keep the vehicle afloat on a yard high pillow of essence, allowing it to move over any small obstacle and move up or down any incline that is less than fourty-five degrees.


Crew: 4/1


Cargo: 6 passengers and up to 4 tons of cargo.


Armor: 20L/20B


Health Levels: Ux15/Mx6/Cx6/Ix6/D


Weapons: Although the typical Epona Class is armed with two medium Essence Cannons, two medium Implosion Bows and a single Lightning Ballista, most of these ships in the second age have none of these weapons and are typically unarmed (all weapons must be purchased seperately). All of these weapons can be targeted by the gunner (or by the pilot in an emergency) via a split targeting device displaying five sets of crosshairs on as a single action each, incurring normal flurry penalties if more than one is fired at a time. As an alternative, the turret is actually three parts. The lower level has a seat for a gunner for the Implosion Bows, the middle turret, a seat for a gunner for the Essence Cannons, and the front gunner can control just the Lightning Ballista with a full crew, cutting down on penalties and giving the lower two turrets a full 360 degree range of effect.


Other Notes: As an addition, a Level 5 Hearthstone may be used to reduce the Commitment to four motes and a second and third slot for a Level 3 Hearthstone and a Level 5 Hearthstone may be used to power all of the weapons applied to the vehicle through power conduits.





Tornado Spear (Artifact Lv. 4)


This devastating weapon was created at the height of the Shogunate's power, just after the Usurpation and copies of it continued to be made by those capable of such feats up to the current Age of Sorrows. Appearing to be a heavy blue and green jade dire lance with three adamant blades, the point where the three blades meet has a power conduit running up to it through the core, ending in a large moonsilver needle with a small emerald orb the size of a man's eye affixed to it.


When fired, the orb flashes with power, throwing either splintered thorns or a great gust of wind towards any foe brave enough to face down the hand that controls it.


Statistics:


Speed: 4, Accuracy: +4, Damage: +9L/+14L/3, Defense: +3, Rate: 3


Minimums: Str 3, Tags: 2, L, O, R, P Attune: 6


Powers:


Thorn Tornado:


Cost: 3, Accuracy: +5, Rate: 1


Range: 150, line one yard wide, damage = (5 + Essence of the wielder)L, Piercing


Scatter the Foes:


Cost: 5, Rate: 1


Range: 50, cone effect 90 degrees wide, knockback equal to the wielder's Essence x 10 yards unless they save on a Stamina + Athletics roll, difficulty equal to half of the Wielder's Essence (rounded down). Each success reduces the knockback by ten yards. If this distance is blocked by an object, the damage sustained from the knockback is equal to 1B per yard that the target would have been thrown past the object they hit (if the object can be moved by the force, it will take half of the damage, while the target takes the other half).
 

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