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Dice Trial by Fire - Exalted 2e OOC

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Sherwood Sherwood I've completed the stats to the next major artifact I'd like to work on. I purposefully chose for Viktor to recover his predecessor's daiklave 'Daylight Doom of the Unshaped' at the tomb so that he could later reforge it into a Goremaul with its own enchanted abilities, thus providing a thematic link between the fallen Solars of the past and the newly rising Solars of the present. I feel it should be stat out at Artifact 3, but obviously await your decision. Can't wait to hear your thoughts on it! :)

ORICHALCUM GOREMAUL ‘ENDURING CHISEL OF DAYLIGHT REFORGED’ (ARTIFACT 3)

WEAPON STATS
- Speed (5) Accuracy (+3) Damage (+10B/2) Defense (+1) Rate (3) Attune (5) Tags (O)
* These reflect normal stats from Errata with Orichalcum benefits included

APPEARANCE
- This long sleek sledge is of an appropriate size to be wielded either two-handed or one-handed when attuned. It is constructed with a sturdy core of pearl-white Adamant encased in wide spiralized stripes of tempered Orichalcum, a features thin shallow grooves carved along the core’s handle that follow the spiral upwards towards the head of the hammer. The twin protruding sides of the hammer head are forged of a mixed Orichalcum and bronze alloy, and fully encase a reinforced tube of Red Jade used for storing and combining fire-aspected essence with the essence of perfection provided by its Solar wielder. The grooves from the weapon’s haft continue up the sides of its golden head, randomly branching to the sides and digging thin trenches across it in their trails around the sledge head. At the central point atop the artifact where the grooves all converge is a slight concave dip that houses a hearthstone socket of white Adamant like that used in its handle.

RED JADE FIRE-CHARGE CAPACITOR
- The head of the Goremaul must lay within a fire for six hours to gather a single charge of fire-aspected essence. Any fire will accomplish gathering charges, so long as it is at least as large as a campfire. This reinforced tube of Red Jade can contain a maximum of (Essence x 2) charges within it. All abilities require the mixing of fire-charges with Solar essence, thus without a creative stunt all other Exalts are precluded from making use of these abilities (though they can still force attunement and use the weapon as a basic Goremaul for 2x motes).

ESSENCE/WP COSTS SUMMARY
- Attunement would require committing 5m
- ‘Holy Blaze’ ability requires expenditure of 2m, 1 fire-charge
- ‘Goldfire Artificer’ ability requires expenditure of 3m, 1 fire-charge per elemental
- ‘Pachyderm Trample’ ability requires expenditure of 5m+, 3 fire-charges

(ABILITY) HOLY BLAZE OF COMBAT
- Forged as a weapon of purpose against Creation’s foes, the fabled Daiklave ‘Daylight Doom of the Unshaped’ was able to burst alight with holy flames of gold that licked at the enemies of Creation and inflicted terrible wounds upon them. In reforging the blade into a sledge, Viktor has managed to carry this enchantment over both for its utility and in deference to the purpose his predecessor originally intended for this weapon.

- By spending 2 motes and 1 fire-charge, the Exalt causes the head of the sledge to become temporarily engulfed in flames of gold. Until their DV refreshes, the Solar’s attacks with this weapon gain +2 base damage and inflict aggravated damage against creatures of darkness.
(ABILITY) UNCONQUERED GOLDFIRE ARTIFICERS
- The Goremaul soaks up sunlight and fire, absorbing the two materials within its Red Jade capacitor and combining their complementary essences within the sledge. With an unspoken mental command, the spiralized grooves along the handle glow golden and quickly trace their way up to the head of the artifact. The glowing grooves twine across the twin Orichalcum and bronze-alloy protrusions and meet along the top as they form a wreath of light around the imbedded hearthstone socket. With the infusion of Solar essence, a humanoid elemental formed of golden fire emerges from the artifact to aid with a single crafting endeavor.

- By spending 3 motes and 1 fire-charge, the Exalt can create a goldfire elemental tasked to one specific project chosen when they emerge. The Exalt is limited to creating a maximum of (Essence) elementals, as any more than that would be too taxing for the Goremaul to sustain. These elementals are born with an innate connection to both Gaia and the Unconquered Sun through their composite materials. As such, every two elementals working in tandem provide +1 success to crafting attempts involving Orichalcum or Jade, and all Craft (Fire) attempts regardless of materials. However, both deities view the Neverborn and the Yozi as antithetical to Creation; thus, goldfire elementals refuse to aid in any craft attempt that involves the use of materials associated with Underworld/Ghosts (such as Soulsteel) or with Malfeas/Infernalism (such as Vitriol).

- Goldfire elementals cannot engage in any other action besides the assigned crafting task, treating anything else as an unacceptable order, and if they are damaged with any amount of damage they immediately dissipate. They also dissipate after their assigned project is completed, melding back into the local Dragon Lines.
(ABILITY) GOLDEN PACHYDERM TRAMPLE
- The wielder throws the sledge at their chosen target, and their blazing anima leaps from their brow and binds itself to the flung weapon. The golden essence of their anima enwraps the artifact and coalesces around it to form a massive translucent shape similar in appearance to a charging elephant.

- To use this ability, the Exalt must already have their anima banner flaring at the 11-15+ mote range, or reflexively spend 10 motes to activate their anima banner. From that point onward, as long as their anima bonfire remains at the 11-15+ mote level, they may spend 5 motes and 3 fire-charges to form a massive golden elephant from their encircling essence. Upon casting the Goremaul at their target, the great golden totem flares around the weapon and charges along its path.

- Targeted enemies cannot parry this attack, only dodge DVs are applicable, and even then the DDV of the target is reduced by half for purposes of dodging the golden tusks careening towards them. The Exalt can send their weapon anywhere within (Essence x 50) yards and uses an attack pool of (Dexterity + Melee + Essence), with a base bashing damage equal to an elephant’s strength reinforced by the Exalt’s essence (14 + Essence).

- Against targeted inanimate objects double the raw damage of the attack, as the golden elephant spirit tears through walls and obstacles and leaves wreckage in its path. Against large groups of foes instead roll (Dexterity + War + Essence) and treat the elephant spirit as though it had a magnitude and might equal to (Essence), allowing it to effectively trample across them without the penalties typically endured by a solo unit.

- This attack has a Speed of 5 and requires an additional 5 ticks after the spirit totem collides with its target to fly back to the Exalt, thus depriving them of the Goremaul for the following turn. Since it travels through the air to return, it can be intercepted by someone wishing to prevent its motion. They must make a successful (Strength + Athletics) roll against a difficulty equal to the Exalt’s (Strength + Essence) scores.
COMPONENTS
[1] Viktor plans to smelt down the Daiklave ‘Daylight Doom of the Unshaped’, while working carefully to preserve the Orichalcum and Adamant core of the weapon to be used as the core and haft for his sledge. He recognizes the importance the Daiklave held to its creator and wishes to share such a feeling without entirely dismantling the forged object of his former self. This will create a theme of building on the past, by keeping a piece of his predecessor’s work and incorporating it into his own.

[2] As Viktor has used his recovered Essence Pulse Grenade, it has raised questions as to the nature of essence storage using magical materials as a conduit and container. Tinkering with his grenade, he’ll eventually decide to try building something similar. It won’t be successful in the way he’d planned, but it will produce a reinforced tube of Red Jade that has the curious property of retaining ambient fire-aspected essence. He’ll eventually experiment with flooding the tube with his own Solar essence, and in doing so discover its unique ability to combine the two forms of essence to produce otherwise separate effects. This will eventually be fitted inside the Goremaul as his first prototype essence capacitor, lending its fire-aspect containment to the artifact’s natural Solar-aspected benefits.

[3] In an effort to create an arcane link between his anima and the reforged weapon, Viktor will create a small Jade effigy in the shape of an elephant (his anima totem). It will be blessed (hopefully by Darian within the temple to the Sun) and then Viktor will blaze his anima to a raging bonfire of essence and invest it into the small vessel. He will melt the effigy over the forge as he smelts the Orichalcum, hopefully transferring and binding his anima into the artifact.
EXPLANATION OF ARTIFACT LEVEL
BASIC WEAPON STATS
- As both the Daiklave and the Goremaul are stat out as artifact 2 weapons, and Viktor is working to transform one to the other, the starting working-assumption will be that the artifact is level 2.

- Artifact requires attunement of 5m, the same as a Goremaul normally requires and at the level normally expected for a level 2 artifact, thus does not heavily affect the level of the artifact up or down.

ABILITY BENEFITS
- Holy Blaze provides a benefit like that of 'Enemy Castigating Solar Judgement', a Solar charm costing a flat 2m (roughly a mid-high level 1 power) and adding an additional 2 dice to the damage is almost negligible and equivalent to a cheap excellency, pushing the ability firmly up to a high-level 1 power.

- Goldfire Artificer allows one to summon elementals to do their bidding which can be compared to the Terrestrial Circle Spell 'Summon Elemental' which has a min Essence of 3 and costs 10m (roughly mid-level 2 power). This ability cost is much cheaper than the spell though, at roughly 1/3 the motes of the spell, pushing it up to roughly low level 3 power.

- Pachyderm Trample's mechanical effects function extremely like the Solar Melee charm Blazing Solar Bolt, to such an extent that it has more in common than it does different with the Essence 3, Melee 5 charm (placing it comfortably as a mid-level 2 power). Additionally, it also doubles damage against inanimate objects, it increases its traits to attempt match-ups against high magnitude enemies, and it reaches far enough out to hit flying opponents who would normally be out of range from their attacks (none of which are massive benefits on their own, but they are all useful and combined provide something around a high-1 power). All placed together this ability can be used to great effect, and while it is not very unique (as most is drawn straight from an existent charm) it does make the wielder a very difficult obstacle to overcome if challenged in a way that allows them to make full use of their artifact, marking it as roughly high-level 3 power.

DRAWBACKS
- Red Jade capacitor and subsequent fire-charge costs. While the capacitor is not difficult at all to charge (set-it and forget-it), it does take considerable time to do at 6 hours per point of charge. As 2/3 of the abilities are used for combat applications, this can severely limit the amount of fire-charge the user has to draw upon when they expect to use it the most frequently (creating a mid-high level 1 drawback). Additionally, if the wielder makes use of the crafting ability of the sledge, they can realistically expect to be constantly missing a large chunk of the fire-charges available before they ever make it to the battlefield (pushing the drawback up to roughly low level 2).

- Goldfire Artificer summons elementals to aid the user, but unlike the similar spell, there is a different cost required that limits the applicability/frequency of summoning multiple goldfire elementals as well as a maximum number of elementals that can be summoned with the artifact total (creating a roughly high-1 or low-2 drawback). Then factor in the somewhat limited applicability of usage, only helping with certain crafts/materials and outright refusing other types (boosting drawback to roughly mid-high 2) and their inability to do anything but craft, while spell summoned elementals can be ordered to serve in almost any way imagined. This flaw quickly decreases the opportunities of usage to very specific ones, as otherwise one should just use the spell to summon elementals to keep them for more varied usage and a longer period of time, ultimately leading to a drawback sitting somewhere around mid-high 3 drawback.

- Pachyderm Trample requires the Exalt to have their anima banner blazing at the bonfire level, thus making sure that the use of this power will always carry the side-effect of revealing the Solar to everyone in their vicinity (possibly a deadly inconvenience dependent on location), probably a mid-high level 1 drawback.

TOTALS
Totaling the power points, there are roughly 7 beneficial points, and 6 drawback points, leaving a surplus of 1 point. With the artifact starting at level 2 overall, these rough calculations adding an extra point should bump the Goremaul up to artifact level 3. Oadenol’s Codex states that “Three-dot artifacts confer a great advantage in a single discipline or a significant advantage in a broad range of circumstances” (p. 14). Taking stock of the combat abilities, this Goremaul should function as a capable weapon as well as a minor bane to creatures of darkness and a good unexpected on-the-fly tool for sieges or combat with Behemoths/Warstriders (though its resources are extremely limited would only serve a couple times before being drained). Additionally, while not as powerful for crafting purposes, it does provide varied lesser benefits for a somewhat-limited selection of crafting.
 
Very detailed description of the item you want to craft! I do enjoy seeing the work you are putting into the game. I will give this the 'thumbs-up' for you to work on.
 
Indeed. I doubt that Chakram will make it through the first two hits.
 
It'd hurt them a lot worse if I had more of the melee cheese combo. xD Heck, I'm short 7 dice/attack just for being E3 instead of E4 for infinite melee mastery. Just waiting for the day I can cut loose with the final melee build I have posted on the character's wishlist. Though the Kata bracers kind of make me want to attempt to snag VBoS style to help with the defense strategy, even though the xp tax would be horrendous, it'd be worth it to keep the knight swordsman (HEMA) aesthetic.
 
Go ahead and give me some damage rolls on that first hit.
 
total of 5L dealt to Chakrams. Unless there's another viable target in range I think that's the end of the flurry. (still speed 4)
 
You are in range of all three remaining attackers. It is quite a mosh pit right now.
 
Very detailed description of the item you want to craft! I do enjoy seeing the work you are putting into the game. I will give this the 'thumbs-up' for you to work on.
Thanks!! It makes me feel good hearing that. :) I have a good time thinking up the aesthetics of items and then trying to figure out legitimate 'Creation-based' explanations for why something might work. And of course, a nice coating of essence-fueled tech to slather over the cracks!

It'd hurt them a lot worse if I had more of the melee cheese combo. xD Heck, I'm short 7 dice/attack just for being E3 instead of E4 for infinite melee mastery. Just waiting for the day I can cut loose with the final melee build I have posted on the character's wishlist. Though the Kata bracers kind of make me want to attempt to snag VBoS style to help with the defense strategy, even though the xp tax would be horrendous, it'd be worth it to keep the knight swordsman (HEMA) aesthetic.
I'm excited to see your power ramp up when you hit E4. It's gonna get to the point where your personal guards are gonna be like "Hey Emperor, with all due respect...can you protect us, instead of the other way around?" :D
 
I made that decision with the intent of defending others as his primary purpose. I dont have the teeth to make the "I flurry defend other" strategy work just yet. Needs more counterattack charms and DV boosting.

Also need adamant skin tech as a failsafe when taking hits. It's definitely a long term build path, but it's pretty reliable against anything short of e7 SMAs.
 
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Welcome welcome, one and all! I am proud to announce the grand opening of Viktor's workshop in the OOC!

I've been wanting to move all crafting stuff into its own area for some time, and today I had the time to create a separate set of tabs at the bottom of my character sheet. Simple instructions for ease-of-perusal have been provided at the bottom of Viktor's profile, and as I get requests in character I will add them to the OOC list to become projects. With this crafting section up and running, I will be able to start crafting items intermittently (even without a target buyer ahead of time) and stocking them in the shop.

Outside of special custom artifacts that Sherwood approves, I doubt I'll give an update on each item I add to the shop inventory, so you'll have to check back periodically to see if anything new has been added. If you see something you'd like, just give me a heads up while we're in Gwynnin (or Rathess once we get situated over there) and I'll be happy to RP facilitating a purchase/trade. Your character will recognize it by the wooden sign hanging from a piece of metal over the door, and painted with the simple outline of a red hammer (sporting a large 'V') on top of a golden sun. As stated in the short instructions, circle-mates will be allowed to temporarily borrow items currently in stock (the shop will be notified to allow select individuals to come in and retrieve said object). Just give me a heads up if you do, so I can make a note of it and cross through the item to denote it currently being borrowed.

Thanks, and I look forward to seeing y'all at the Sunforge!
 
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Essence ping got dunked in 2.5 errata. It's only your weapons minimum damage/overwhelming rating. (p.9 of SoE) I was rather disappointed by it too. =<
 
You are still kicking butt on these guys. The fight is pretty much over unless one of you botches real bad.
 
Essence ping got dunked in 2.5 errata. It's only your weapons minimum damage/overwhelming rating. (p.9 of SoE) I was rather disappointed by it too. =<

Shoot, I've been treating essence ping (3) as my minimum dice for post-soak rolls. Should I drop it in accordance with the stated Errata rules moving forward? Don't want to roll too many if that's not the plan.
 
Don't worry; I won't be freaking out about one dice worth of damage. It was an honest mistake. Just make sure you fix it for future battles since this one is almost over.
 
That moment when I had a fully written post about the regretfulness of having these people march in to get executed... then I see 3 posts that didn't render before after posting the final strike. That could have been fairly awkward.
 
It seems to have worked out well enough. Great battle everyone! I'll be giving you your xp for the fight shortly.
 
Oh, Mr. Sherwood Sherwood ! I am wondering about how much arm twisting and general begging it would take for me to be able to start picking up Charms from the martial art style of Sapphire Veil of Passion. Its in the Glories of the Most High: Maidens. I suppose that technically it is a Sidereal MA style, but we do happen to have a friendly Sidereal here, and he has already expressed a promise to bring over some of the Cult of the Illuminated's Solars and Sidereal instructors.

The beginning Charms all require a base level of E4 (which I now have), and I have nearly completed my Dreaming Pearl Courtesan Style. I'll have to get E5 for the Form Charm of that style, but it is a work in progress. Soooo, can I? Can I pleeeeaaaaaassssseee?
 
If I don't say yes, will your thorny flowers stab me? lol I kid. I suppose that you can start to pick up Charms from that style once you have mastered your current one. Just keep in mind that it will take you a little longer to get the Form Charm, since you have to be Essence 5 for that.
 
There is also a Martial Art Charm in DotFA called Master's Hand Envisioned Anew. It is on page 157 of Lords of Creation. It lets me use a new Form weapon to a style I know. That way I can combine up my Dreaming Pearl and Sapphire Veil weapons and not have a ton of different weapons on me. Is that allowed?
 

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