[The End is Nigh] Abstract Thought

[QUOTE="Lord of Chaos]Well, if you're looking for something low-cost, how's this?
Glory of Siakal (Artifact ***)


The Glory of Siakal is a set of artifact razor claws forged from the bones of soldiers who died in the bloodiest battles of the West. While dormant, they possess no significant powers beyond those of regular razor claws. However, upon drawing blood (indicated by inflicting at least one level of lethal damage) of a living sentient being other than the bearer, they hum into life. The claws begin to glow with a bloody red aura and the ghostly blood of dead sailors drips from the tips of the claws. Mechanically, this grants the following benefits:


After inflicting 1L damage: -1 to all virtue rolls involving willingly ending conflict. +2L damage


After killing a sentient being: -2 to all virtue rolls involving willingly ending conflict. Gains the Soulsteel magical materials bonus and the damage bonus increases to +3L


After killing 5 sentient beings: automatically fails all virtue rolls involving willingly ending conflict. Any attacks made by the claws count as an Abyssal's bite for the purposes of draining motes (I.E. every level of lethal damage inflicted grants one mote of Essence, up to the bearer's Essence) and the damage bonus increases to +4L


The Glory of Siakal returns to its dormant state at the end of the scene, or when the bearer spends willpower equal to the number of sentient living beings killed by the bearer this scene(maximum 5)


Design Notes: I included the scaling power to reflect Siakal's growing bloodlust as more and more people die, it could be easily combined into a single slighlty weaker tier if you don't like it. Overall, this seems like a pretty solid Artifact 3, with the downsides of a ramp-up time and loss of control not quite offsetting the +XL and Essence draining effect. This is a first-go effort, so it probably has a few flaws. At full power, it's statblock is:


Speed 5, Accuracy +5, Damage +8L/2, Defense +2, Rate 3, Tags: M, O (plus the draining effect of a bite and soulsteel)

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Also, on further reflection, I'm not sure how much or how often she'd ever see any but the first two benefits, given the ST's stated aversion to combat in Exalted.


EDIT: And to be honest, her natural weapon refers to her teeth. If she wants to do something involving an Abyssal's bite, she'd just bite them.
 
An aversion to combat doesn't mean that you will never see it. It just means that we won't be in a hack-and-slash adventure.
 
Feantari said:
An awesome ship? Submersible? with pirate crew in tow?
To make use of that, I'd have to remove one the burrs I put between her and her Deathlord, specifically that she's a killer, not a captain.
 
Being the only other Abyssal player in the group, I would be very much tempted to fill in the Captain role of a full Death Pirate ship with an undead crew, if TDW doesn't mind me re-doing my character hehe.
 
[QUOTE="Lord-Leafar]Being the only other Abyssal player in the group, I would be very much tempted to fill in the Captain role of a full Death Pirate ship with an undead crew, if TDW doesn't mind me re-doing my character hehe.

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If you want :D !
 
Anyway, went with my shrinking violet Soulsteel Tank, hope you all enjoy Sen when she's done :P


Also, how do I embed youtube videos the way that you guys want?
 
Link the video into the bit that pops up when you click on the little filmstrip icon above the posting space. Next to the image tree.
 
Amulet of the Blood-Red Sea (Artifact **)


This amulet is a small oval of still-flowing water tinged with blood. This artifact allows the wearer to call upon the beasts of the sea to ravage her foes. By placing the amulet in the ocean and spending 10 uncommitted motes, the bearer may summon either a Siaka or a Squad (see core book), arriving within (11-Wearer's Willpower) long ticks. With storyteller permission, other ocean-dwelling creatures may also be summoned. The blood within the amulet races out into the summoned animal, binding it to the wearer indefinitely. Only one such creature may be controlled at any given time. The amulet requires a 4 mote attunement.


The animal bound understands and obeys the wearer's commands, as though it were a bound demons, but gains no other boosts to intelligence or power.


Crown of the Tyrannical God (Artifact **)


This crown's base is made from the bones of sacrifices, with strips of bloody flesh hanging down around the edges. Provided their worship takes the form of bloody sacrifice, any mote or willpower respiration from Cult is doubled. Additionally, the wearer's Cult becomes innately bloodthirsty, as though a Solar had successfully used Taboo-Inflicting Diatribe to encourage such behavior. This crown requires a 3 mote attunement.


Cowl of the Ripper (Artifact ***)


Taking the form of an executioners hood, this artifact instills fear in any the wearer chooses to slay. Any time the wearer kills a member of a social group (either formal or informal), he may commit two motes. If he does so, the murder counts as a social attack against all other members of that group, with successes equal to the lethal damage inflicted in the final blow. This social attack inflicts a Fear-based Emotion regarding the wearer as unnatural mental influence that costs a base of 1wp to resist. If the victim is instead tortured to death, the social attack scores successes equal to twice the victim's health levels (including dying levels). Only a single commitment can be made per group, but there is no limit to the number of groups that may be targeted. This cowl requires a 2 mote attunement.
 
[QUOTE="Lord of Chaos]Amulet of the Charnel Sea (Artifact **)
This amulet is a small oval of still-flowing water tinged with blood. This artifact allows the wearer to call upon the beasts of the sea to ravage her foes. By placing the amulet in the ocean and spending 10 uncommitted motes, the bearer may summon either a Siaka or a Squad (see core book), arriving within (11-Wearer's Willpower) long ticks. With storyteller permission, other ocean-dwelling creatures may also be summoned. The blood within the amulet races out into the summoned animal, binding it to the wearer indefinitely. Only one such creature may be controlled at any given time. The amulet requires a 4 mote attunement.


The animal bound understands and obeys the wearer's commands, as though it were a bound demons, but gains no other boosts to intelligence or power.

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A really interesting effect, though I'd be tempted to say it'd make for a better custom hearthstone than artifact.

[QUOTE="Lord of Chaos]__________________________________________________________________________________
Crown of the Tyrannical God (Artifact **)


This crown's base is made from the bones of sacrifices, with strips of bloody flesh hanging down around the edges. Provided their worship takes the form of bloody sacrifice, any mote or willpower respiration from Cult is doubled. Additionally, the wearer's Cult becomes innately bloodthirsty, as though a Solar had successfully used Taboo-Inflicting Diatribe to encourage such behavior. This crown requires a 3 mote attunement.

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A really cool idea that in no way fits Hunger. The betrayal (to her mind) that her mother dealt her has soured her on the notion of religion, gods, and cults. Beyond that, perhaps I should be more clear: I said she's a killer not a captain for the alliteration partly. She's not a serial killer. She's a reaver. She's a fighter, and a dirty fighter if that's what's needed, but she's not usually one to kill folks in cold blood. It doesn't always take much to heat her blood up, but when it's not up, no more likely to kill you than most other pirates. Her most likely response to finding out she had a cult would be to kill them. If the cultists were already dead, then she'd probably summon and bind the ghosts to NOT worship her.

[QUOTE="Lord of Chaos]_________________________________________________________________________________
Cowl of the Ripper (Artifact ***)


Taking the form of an executioners hood, this artifact instills fear in any the wearer chooses to slay. Any time the wearer kills a member of a social group (either formal or informal), he may commit two motes. If he does so, the murder counts as a social attack against all other members of that group, with successes equal to the lethal damage inflicted in the final blow. This social attack inflicts a Fear-based Emotion regarding the wearer as unnatural mental influence that costs a base of 1wp to resist. If the victim is instead tortured to death, the social attack scores successes equal to twice the victim's health levels (including dying levels). Only a single commitment can be made per group, but there is no limit to the number of groups that may be targeted. This cowl requires a 2 mote attunement.

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A really cool idea that both does and doesn't suit her themes. 1) she's not an executioner and she doesn't cover her head. Part of her intimidation effect is to let people see her smile (for reference, look at my icon, now image they had shark teeth). Beyond that, it seems like making this tied to social groups and social combat in that manner dooms it failing due to magnitude (Hunger's got Socialize 1 and would be Magnitude 0, where her chief enemy groups are "The Lintha" and "the cult of one of the Directional Gods of War.") Now if, perhaps, it instead caused an intimacy of fear toward her, and spread itself by way of survivors being forced to tell horror-stricken tales of carnage witnessed...tales that passed on their compulsion to propagate and the intimacy of fear along with them...well, that'd be a different matter.
 
The hood is just the first thing that came to mind. You could easily have a bloody cloak or something. As for the magnitude, I was more intending it to target each member. Hmm... how's this for a rewrite:


Cloak of the Ripper (Artifact ***)


Taking the form of tattered and bloody cloak, this artifact instills fear in any the wearer chooses to slay. Any time the wearer kills a member of a social group (either formal or informal), he may commit two motes. If he does so, any time another member of that group hears about the killing they are affected by a social attack with successes equal to the lethal damage inflicted in the final blow. This social attack inflicts a Fear-based Emotion regarding the wearer as unnatural mental influence that costs a base of 1wp to resist. If the victim is instead tortured to death, the social attack scores successes equal to twice the victim's health levels (including dying levels). Only a single commitment can be made per group, but there is no limit to the number of groups that may be targeted. This Cloak requires a 2 mote attunement. As long as the wearer maintains commitment to a given group, any future victims also cause the spread of the emotion effect, as though they were the original.
 
[QUOTE="Lord of Chaos]The hood is just the first thing that came to mind. You could easily have a bloody cloak or something. As for the magnitude, I was more intending it to target each member. Hmm... how's this for a rewrite:
Cloak of the Ripper (Artifact ***)


Taking the form of tattered and bloody cloak, this artifact instills fear in any the wearer chooses to slay. Any time the wearer kills a member of a social group (either formal or informal), he may commit two motes. If he does so, any time another member of that group hears about the killing they are affected by a social attack with successes equal to the lethal damage inflicted in the final blow. This social attack inflicts a Fear-based Emotion regarding the wearer as unnatural mental influence that costs a base of 1wp to resist. If the victim is instead tortured to death, the social attack scores successes equal to twice the victim's health levels (including dying levels). Only a single commitment can be made per group, but there is no limit to the number of groups that may be targeted. This Cloak requires a 2 mote attunement. As long as the wearer maintains commitment to a given group, any future victims also cause the spread of the emotion effect, as though they were the original.

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Eh...I dunno. I'm sorry to be so picky, but I am. I really do insist on the intimacy of fear rather than just fear-based emotion effect. It makes a huge difference for Abyssal charms (and tends to be the result of a number of them). Beyond that, she's amphibious. Cloaks and swimming aren't a terrific mix. Beyond that, I was trying to tell you before, she's not the sort to torture someone to death, typically. Takes too long. She's bloodthirsty, but not especially sadistic. She might torture someone for information or to send a message, but it's not her first resort or preference.
 
Sorry, must have misunderstood your objection. I put in the torture-to-death clause because that SHOULD trigger the artifact despite dealing very little final damage. But since it's tailored to fit Hunger, I'll leave it off.


Fangs of the Ripper (Artifact ***)


These fangs are small soulsteel fittings for the user's teeth that cause them to glint with sinister purpose. Any time the wearer kills a member of a social group (either formal or informal), he may commit two motes. If he does so, any time another member of that group hears about the killing they are affected by a social attack with successes equal to the lethal damage inflicted in the final blow. This social attack inflicts a Fear-based Emotion regarding the wearer as unnatural mental influence that costs a base of 1wp to resist. This also counts as a scene spent building an Intimacy of fear towards the wearer. Only a single commitment can be made per group, but there is no limit to the number of groups that may be targeted. The Fangs requires a 2 mote attunement. As long as the wearer maintains commitment to a given group, any future victims also cause the spread of the emotion effect, as though they were the original.
 
So, just a heads up.


Due to a series of events out of my control and which no one is at fault for, I am more or less being forced to A: find a place of my own, and B: find a job to sustain said place. While I have never willingly abandoned a game and have no intention to start any time soon, this does mean I may be a bit flaky when it comes to positing, in addition to my already minimalistic posting as a result of my broken hand.



I want to stress firmly and repeatedly that I am still very much interested in playing, and will attempt to contribute in whatever way I can, even with these factors hanging over my head.
 
Still working on my character, it's kind of growing on me so far :)


Do Alchemicals all need to be from the same Nation?
 
Alectai said:
Still working on my character, it's kind of growing on me so far :)
Do Alchemicals all need to be from the same Nation?
No but for what ever reason you will be together when the game starts.
 
JayTee said:
So, just a heads up.
Due to a series of events out of my control and which no one is at fault for, I am more or less being forced to A: find a place of my own, and B: find a job to sustain said place. While I have never willingly abandoned a game and have no intention to start any time soon, this does mean I may be a bit flaky when it comes to positing, in addition to my already minimalistic posting as a result of my broken hand.



I want to stress firmly and repeatedly that I am still very much interested in playing, and will attempt to contribute in whatever way I can, even with these factors hanging over my head.
JayTee, I'm here. I know how dedicated you have been in all my games of varying success. Just keep us in the loop. :)

Alectai said:
Still working on my character, it's kind of growing on me so far :)
Do Alchemicals all need to be from the same Nation?
No, they don't. They will, however, all be together when we start. We'll work it out later, but just keep that in mind as you build your character.


EDIT: What Wiz said. :)
 
JayTee said:
So, just a heads up.
Due to a series of events out of my control and which no one is at fault for, I am more or less being forced to A: find a place of my own, and B: find a job to sustain said place.
images.jpg
 
Take care of yourself. We will be here when you can post. :)
 
Thanks Sherwood


Naw Wlf, that guy and I have an understanding. This is the "life moves on" monster
 
OMG! Just have the animator have a heart-attack. I think can fix the issue. Or better yet, feed your minstrels to it.
 

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