Revlid Charm Homebrew: Pelagic Muse Artistry
Reposting the old Infernal Charms I did for SB. Some are a little altered, because I'm a fussy git.

KIMBERY

PELAGIC MUSE ARTISTRY
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tidal Renewal Discipline
The diseased fancies of the Great Mother are animated by no recognised school of art, yet descend from the perverse aesthetic wisdom of millennia. This Charm permanently alters the Infernal's ability to create art, allowing him to infuse such creations as paintings, statuary and song with strange proportions and alien cadence. Characters blessed with madness reduce their MDVs against social attacks encoded within this strange artistry by the value of their highest-rated derangement. Further, such artistic social attacks can inflict derangements on their targets, as though they were intimacies requiring a number of scenes of development equal to their point value. An observer can link the unsettling undertone in the Infernal's art to the aesthetics of the demon realm with a difficulty 3 (Intelligence + Occult) roll.


If the Infernal knows the First Kimbery Excellency, this Charm benefits attempts to create (or modify) objects that conform to the Demon Sea's understanding of beauty, even if they have no social component, such as a daiklave etched with curiously organic patterns. The warlock adds (Essence) automatic successes to each roll to create such objects.

SQUAMOUS IDOLS RAISED
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Pelagic Muse Artistry
Only lesser artists need create the symbol of a monster. Kimbery's beautiful creations are monsters themselves, and art begets art. This Charm permanently enhances the artwork shaped by its prerequisite, allowing the Infernal to have social attacks encoded within her artwork produce mutations in line with Kimbery's aesthetics, rather than derangements. Such alterations only physically manifest after a night spent sleeping, during which the subject's dreams are disturbed by the strangely familiar song of the deep ocean. Even if she does not weave this warping power into her artwork, it can take on a strange potency with sufficient appreciation. All objects whose creation was enhanced by Pelagic Muse Artistry acts as though it were a manse with the Mutagenic power, rated at a level equal to the higher of its Resources value and the size of the Cult that somehow uses it as a part of their worship of the Infernal (or one of her souls). Collections of artwork increase their Resources value appropriately when gathered together.


Prayer rolls toward the Infernal that are made with the help of one of her strange artworks benefit from a number of automatic successes equal to the value of their highest-rated derangement. Finally, characters with even one mutation caused by Kimbery's magic increase the effective value of their highest-rated derangement by their (Essence).

OCEAN'S BOUNTY BLESSING
Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sea, Sorcerous
Duration: (Essence) months
Prerequisite Charms: Price-of-Everything Undercurrents, Tidal Renewal Discipline
In ancient times, the fisher tribe of Lake Guandi found themselves assailed by pagans and dragon-slaves. Making a prayer to the Great Mother of the Lintha, they waited for their inevitable destruction - and the next morning found blades of exquisite design piercing the red sand of their lake's shores. The message was clear. The Exalt makes a prayer to a body of water that qualifies for the Sea keyword and is bordered, owned, or used by a beloved character or organization. She uses not the words of devotion, but of desire and demand, specifying any variety of inanimate object or non-sapient creature as watery tribute. That body of water is enchanted, such that it produces the specified good at a rate equivalent to a Resources value of (Infernal's Essence - 2) per week. All manner of goods can be produced in this fashion, even if there seems no plausible way that the body of water could have spawned them. No more than half of the bounty produced by this Charm washes up on the shores of the body of the water; the rest must be retrieved from the water itself, with swimmers, divers, boats, or trained mutant seabass. Every week a community or organization spends harvesting this bounty is treated as a scene spent building a positive intimacy in that group toward the Infernal.


The Infernal's Essence rating is increased by one for the purposes of this Charm if the bounty would normally come from the water; fish or fertile rivermud, for example. It is also increased by one if the bounty is a raw material rather than a finished product - driftwood rather than completed tables. These benefits stack.

PEARLS OF THE SECRET DEEP
Cost: 12m; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Sea, Shaping, Sorcerous
Duration: Until completion
Prerequisite Charms: Ocean's Bounty Blessing
Treasures of unimaginable worth lie at the bottom of all seas, whether abandoned and forgotten by the surface or formed entirely in unimaginable pressure and darkness. This is true in the boundless blue of Creation's West, the endless oil-slick oceans of Autochthonia, and in the mother of them all, the roiling depths of acrid Kimbery. Upon activating this Charm, the Infernal's player designs an Artifact with a rating no greater than (Infernal's Essence - 1) that resonates with the themes of Kimbery. The warlock then rolls (Charisma + lower of Performance or Lore + Essence), singing her desire to the sea in Old Realm, creating a Sorcerous echo. This echo can be heard normally by those in the area, though its watery, secret nature applies a -2 external penalty to such Perception rolls. The warlock can sing to the echo up to once a month, with each new song allowing her to roll again, reinforcing its lyrical, tidal Essence until it stirs up the rich and murky depths of the pan-ocean. Failing to sing in a given month inflicts no penalty, but means that the warlock misses that chance to add successes to her pool. Completing the treasure requires that the warlock accumulate (Artifact rating x 30) successes through her singing, upon which the water bubbles with bitter bright colours as a priceless treasure drifts uncannily to the surface. Targeting the echo with appropriate countermagic ends this Charm, though its effective minimum Essence increases by one for every thirty successes accumulated thus far.


With Essence 5+, the warlock need not return to the echo herself. Instead, she may nominate a single beloved character or organization, who may sing in her place. Such characters use a pool of (Charisma + lower of Performance or Lore) and can sing to it only as long as they remain beloved - the completed Artifact automatically belongs to them when it emerges.

WEEPING WOUNDS TRIBUNAL
Cost: 2m, 1lhl; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Trust Is Naive
Kimbery is ever-wounded, assailed by a cruel world that does not appreciate her love. An Infernal can activate this Charm while involved in some kind of dispute with another character, whether a casual disagreement or bitter fight to the death. She wounds herself in some way, clawing her hands through skin as delicate as her ego, and screams a martyred scream, rolling (Manipulation + Performance + Essence). Everyone who witnesses the exchange or its immediate aftermath and has a Dodge MDV lower than her rolled successes suffers an Illusion assuring them that the other party was entirely in the wrong, the vicious, unjustified aggressor in the conflict. Their memories are edited to convince them that the Infernal's wound stems from a sudden and brutal blow by the other party, regardless of whether they witnessed the actual moment of injury, while any damage suffered by the "attacker" is glossed over. The Exalt herself seems innocent of wrongdoing, defensive and defenseless, in need of comfort and aid; they treat this scene as one spent building a related positive intimacy toward her, and an appropriate negative intimacy toward her "attacker".


Unofficial Errata:
TRUST IS NAIVE: The Infernal takes refuge in the depths of her loving faith, refusing to believe anything bad about a beloved character. She can still become convinced that such a character has been duped or forced into poor decisions by the wickedness of others, but will never assign blame to them. Just as Kimbery's waters welcome all, she may reduce the number of scenes necessary to build a positive Intimacy toward any character she has never reviled by any amount, to a minimum of one.


Unofficial Errata:
ALL-DEVOURING DEPTHS SHINTAI
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-Basic, Desecration, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Ichor Flux Tendrils (x2), Sea Dissolves Herself
Things have swum through the stagnant depths of Kimbery since before Time, creatures filled with formless hate and diluvial intelligence. In tribute to them, the Infernal's flesh liquefies into a slurry of squirming, translucent ooze, rendering her an unrecognizable mass of shifting ichor. All her worn and carried possessions dissolve into Elsewhere for the duration of this Charm, reconstituting when it ends. The Infernal may selectively retrieve any such items whenever her DV refreshes, but they are incorporated into her protoplasmic form as strange protrusions and fluid organs; armour manifests as an ichorous carapace, while weapons occupy one of her tentacles (described below) when "wielded", preventing it from making its usual attacks. Non-Artifact equipment retrieved in this way is destroyed once the Infernal returns to her human form, falling apart into a corroded mess.


With her normal features dissolved into a shapeless mass, the warlock perceives the world through organs that coalesce ever-so-briefly across the surface of her form, granting her omnidirectional senses, and her amorphous body can freely flow through any space that isn't water-tight. She can compress or expand her form by a maximum factor of two, and can even ignore the restrictions of gravity, oozing across walls and ceilings. This fluidity of form reduces the cost of the first two versions of Sea Dissolves Herself to one mote, though mutations acquired in this way are temporary Desecrations that dissolve when the Shintai ends, while those lost return. Additionally, she reduces the post-soak damage of any attack by (Essence) dice, though this cannot reduce an attack's damage below one die. Energy-based or flaming attacks (like lightning, burning arrows or beamklaives) harm her normally.

Although she can manipulate her surroundings normally by forming clusters of fine, oily manipulators, she also extrudes (Essence) tentacles identical to those created with Ichor Flux Tendrils, which are similarly capable of independent clinches but are directed with Martial Arts rather than Occult. These tentacles can be damaged as normal, but the Infernal suffers no harm from their destruction, and can entirely regenerate a destroyed tentacle at any point by activating Sea Dissolves Itself as though in response to a Crippling effect. She and her tentacles are always treated as being coated in the poisonous tattoos created by Spiteful Sea Tincture.

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EBON DRAGON

LIVING A LIE
Cost: — (+2wp); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Corrosive Pattern Infliction
The Drinker at Night's Springs understands history. After all, his aesthetic instincts favour tragedy and doom above all things, and the past is little else. The warlock can spend two additional points of Willpower when activating Loom-Snarling Deception to weave a deeper deceit, his shadowy Essence slipping false threads into the pattern of the Loom like a cuckoo insinuating itself into a nest. Whatever fake identity he creates is supplemented by actual changes to the history of the world, as a Shaping effect; his name can be found in the proper registries, his image is included in the appropriate portraits, and characters who somehow featured in his invented history even remember him. While these retroactive infiltrations last, he can effectively benefit from an appropriate Backing, Mentor, Influence or other similar backgrounds. He can use Corrosive Pattern Infliction to create (non-Artifact) props appropriate to his invented identity, such as a passport, apartment key, official badge, and so on, though these decay without a trace upon abandoning the disguise - like every other change implemented by it.


Created memories only properly take root in characters with a Dodge MDV no greater than (Infernal's Essence + 1), and cannot be intense enough to merit an intimacy on their own; they are vague recollections, acknowledgements of his forged existence, nothing more. Heroic characters can reject the memories by spending a single point of Willpower, asserting their own history over that recorded by the Loom. This only allows them to realize that they were misremembering, and does not alert them to any mind-altering magic. All other changes produced by this Charm are effectively reality-sponsored forgeries, and heroic characters can determine that there is something subtly wrong with them through a dramatic (Perception + Investigation) roll taking (Infernal's Essence) hours, at difficulty 5.

Unofficial Errata:
THE FACE IN THE DARKNESS
Cost: 3m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion, Overdrive
Duration: One scene
Prerequisite Charms: First Ebon Dragon Excellency, Our Little Secret
The Ebon Dragon was first to surrender in the Primordial War, and yet the pioneer of an attack that defeats even the most perfect of defenses. A strike aimed at the heart, one might say. The Infernal gains an empty ten-mote Overdrive pool, which he can fill through this Charm. In order to target a character with this Charm, the Infernal must have committed an act of depravity (as defined in Our Little Secret, though it considers only the mores of the character targeted) against one of their positive intimacies. He activates this Charm by making some reference (verbal or otherwise - the target intuitively deciphers the meaning of a communicating gesture, such as a finger slid across a throat) to the act of depravity and the intimacy in question. If the other character was already aware of the dark deed, this Charm fails to activate.


The warlock gains two offensive motes every time he makes a reference to the act of depravity, including the one he made to activate this Charm, as shadows hiss tauntingly in the hidden angles of the target's mind. This reference must be perceptible to the target, and the motes granted are reduced by one if the warlock had already made a largely identical reference earlier in the scene; creativity is encouraged in these taunts. The warlock gains these motes only once per action, and multiple acts of depravity broaden the range of potential references rather than increasing his gains.

The only way to drain the Infernal's mockery of its power is to internalize it, robbing him of his sport. At any point, the target may briefly shut their eyes, allowing the shadows to rush in from the edges of their vision. In that instant, they bear witness to every depravity the warlock made reference to, replayed in perfect detail before their closed eyes. This dreadful display cuts to their very soul, preventing them from channeling their Virtues (or spending Willpower for a free success) for the rest of the scene. In addition, they either acquire a negative intimacy toward themselves, a manifestation of their own guilt and self-hatred, or twist their positive intimacy into a negative one that seeks to blame the act of depravity on the intimacy itself; a poisoned friend is recriminated as a fool, while a conquered hometown is dismissed as a pit of weaklings. The warlock is automatically aware of this new or altered intimacy, and if he knows Golden Years Tarnished Black can reflexively activate that Charm to worsen the target's sense of blame. In any case, once the target has done this, the warlock cannot gain offensive motes by taunting them for the rest of the scene.

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CECELYNE

SWIFT-SAND DESERT COFFIN
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sandstrike Blast
The desert extends in all directions, swallowing up space and time and wandering heretics. This Charm enhances its prerequisite, allowing the Exalt to use her sand attack as a ranged clinch when in a place of desolation. She uses the attack pool described in Sandstrike Blast to make and maintain the clinch, but inflicts only bashing damage, as the sand works to crush her enemies instead of flaying them alive. She does not need to use the Charm again to maintain the clinch for subsequent actions, only flurry anything else she does with a miscellaneous action as normal (this represents her concentrating on the sandy prison). If the target wins a subsequent clinch roll, they can only escape the clinch rather than taking control of it.


UNQUESTIONABLE SCROLLKEEPER CITATION
Cost: 4m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Stackable
Duration: One scene
Prerequisite Charms: Demonic Primacy of Essence
Cecelyne encompasses all knowledge, host to a wisdom beyond the speculative squabblings of the Maidens or the quaking nightmare-enlightenment of the Labyrinth. Upon activating this Charm, the Infernal infuses herself with an intellectual authority of her choice. Her expertise becomes clear to any who perceive her, and they will treat her as a complete authority in the field, ignoring or explaining away any mistakes she makes no matter how egregious. She could perform a vital operation in front of a board of expert surgeons and not provoke negative comment even as she misuses medical tools, encourages the patient to remain conscious, and mistakes organs for tumours. As her victim bleeds out, they will only be surprised that even the Exalt's brilliance couldn't save them. This unnatural Illusion costs three points of Willpower to resist, or two points if the character in question has a higher rating than the Infernal in the Ability most relevant to her claimed authority.


A second purchase of this Charm allows the Infernal to infuse the Illusion into a piece of writing she produces, convincing those reading it that it was written by a true expert in the field, as described above, with demonstrable errors ignored, forgotten, or explained away as faults on someone else's part.

ALL-AUTHORITY GLASS GOWN
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unquestionable Scrollkeeper Citation
In the hiearchy of the Demon Realm, titles are claimed and held only by strength. Such is the intent of Cecelyne's law, for if none dare mock the Emperor, who is to say he is not wearing clothes? This Charm permanently enhances its prerequisite, allowing the Infernal to instead claim some form of material authority, ranging from store manager to shogun. All characters who meet the warlock are swiftly convinced as to her supposed position, glossing over inappropriate attire or lack of paperwork as they are struck by the aura of officiality and influence that extends from her every word and deed. This Illusion can be resisted as normal, but has its cost reduced to one point of Willpower if the target has some clear proof that the Infernal does not hold the relevant position - whether because they have met the actual incumbent, or because they know that the city she claims to rule was destroyed several generations ago.


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THEION

FINAL FURY UNBLINKING
Cost: 3m (+2m/action); Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: One Action
Prerequisite Charms: Apocalypse Comet Gaze
To escape the wrath of God is to leave the world entirely. This Charm enhances an attack made through Apocalypse Comet Gaze, causing the bolts of searing perception that emit from the warlock's eyes to track their deserving victim, leaving tightly-focused tracers of anima-fire in their wake. If the attack is parried or dodged then it repeats Steps 2-10 at the start of the target's next action, after their DV refreshes. It uses the same attack successes as the original attack, and retains the effects of any Charms used to enhance it. This continues, at the start of each of the target's actions, until the attack strikes a character or the Charm ends. Using a perfect defense allows the defender to end the Charm early by stunting their dispersal of the warlock's wrath, or its redirection into a nearby inanimate object. This Charm lasts just a single action, by default, but its duration can be extended by spending two motes for each additional action, to a maximum of (Essence) additional actions. If it ends early, for whatever reason, the warlock immediately receives two offensive motes for each repeated attack that was never expended.


Victims killed by an attack enhanced by both this Charm and Radiant Fury Dissolution receive a more focused torment, their millenia of disembodied suffering spent endlessly acting out imagined escapes from the warlock's wrath, ranging from the realistic to the absurd, but all ending in inevitable burning failure.
 
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Reposting the old Infernal Charms I did for SB. Some are a little altered, because I'm a fussy git.

CECELYNE

SWIFT-SAND DESERT COFFIN
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sandstrike Blast
The desert extends in all directions, swallowing up space and time and wandering heretics. This Charm enhances its prerequisite, allowing the Exalt to use her sand attack as a ranged clinch when in a place of desolation. She uses the attack pool described in Sandstrike Blast to make and maintain the clinch, but inflicts only bashing damage, as the sand works to crush her enemies instead of flaying them alive. She does not need to use the Charm again to maintain the clinch for subsequent actions, only flurry anything else she does with a miscellaneous action as normal (this represents her concentrating on the sandy prison). If the target wins a subsequent clinch roll, they can only escape the clinch rather than taking control of it.
Garra! :p
 
Sidereals are a massive pain to do this for, of course, and I'm pretty sure Dragonblooded are an issue as well.

Well Sidereals and DB both you'd be better off going from first ed. Hmm. For siddies I would maybe just keep the constellations, and make them based on styles instead of skills?
 
Hey Revlid, is there some sort of list of all the stuff you have done? I've found some of it like the Book of Ten Thousand Scorpions and the Metagaos, Isidoros, and She Who Lives in Her Name charmsets, but I've heard there is more that has been lost like your Infernal Monster Expansions.
 
Aleph Setting Homebrew: Lesser Magical Materials
Revlid doesn't - that I know of - have a single doc in which all his homebrew is gathered, I'm afraid. I've asked him about it before, though I can't recall much more than "nope, there isn't one".

On another note, crossposted from the SB Exalted thread; a thing on Artifacts.

Honestly, the easiest way to deal with the Artifact thing is just to say that MM-steel alloys aren't Artifacts.

Because they're not, frankly. They're a tax. Everyone and his dog has a 2-dot daiklave or a powerbow [1], usually with no special powers to slice the land and sky asunder with its edge, or sing a hypnotic dirge as it cuts through the air, or shed feathers of purest gold in the wake of its arrows. Most often, Joe Blogg Solar spends two dots on an orichalcum daiklave because a two-dot orichalcum daiklave has better stats than an Exceptional quality steel sword [2], and is indestructible. So you're an idiot for not getting one, and everyone does, which means that there are thousands of supposedly unique and legendary wonders lying around the setting and "I have an Artifact weapon!" becomes "psshh, yeah, whatever".

So stop them being Artifacts. Your "basic" Artifacts; the "two-dot powerbows" and "standard reaver daiklaves" are just normal-sized weapons made of special materials. They might sometimes made to have special effects when socketed with the right hearthstone or made to be used by the right Exalt, but overall, this approach aims not to have Exalts be so much defined by their bling. So it demythologises that most basic level of artefact entirely. A jade-steel blade is one of massively better quality than even the steel of the Age of Sorrows. It was likely made by a Dragonblood if it is modern, or dates back 700 years to the Shogunate. But that's all it is. It's an incredibly good sword. It's almost unbreakable with Second Age technology. But anyone could pick it up and use it. It's the narrative equivalent of the "knight's armour" or the "bronze of the Greeks and Trojans"; it's not a "magic item" [3].

So yes, most Exalts will try to arm themselves in this really good stuff. And if they can't get jade-steel, they'll go for steel, and if they can't get that, they'll go for bronze or iron. But they have the really good stuff because they're Exalts and so can more easily get [4] the leftovers of the Shogunate or the incredible crafts of the modern age, not because they're the only ones who can use it. And this means that the "Excaliburs" (like the Eye of the Fire Dragon) really stand out. They're the ones that have real magical effects; the Kusanagis, the Gugnirs, the Brahmastras [5]; made from pure magical materials and which add mythic capabilities and wonder to the basic weapon they transcend.

Most current "magical material" weapons just become advanced special materials, to steel as steel is to bronze. So, for example, the Realm's heavy infantry wears jade-steel breastplates because the Realm retains the capacity to make it [6]. It's literally just "very hard metal which is very good at holding an edge, which doesn't rust and so which tends to get reused and reforged and repurposed". A lot of Scavenger Land "daiklaves" are, in fact, literally reforged combine harvester blades. Pure jade things are the actually-magical ones. Jade-steel is a hard-to-forge alloy which requires similar levels of steps above steel as steel requires above iron. It's mostly iron, with traces of jade dust in the same way that steel is mostly iron with traces of carbon - the Shogunate loved their jade-steel, and used tonnes of it. Chiaroscuro glass is one example; scavenged from the wreckage of somebody's glass arcology. It means the city is a lot more important than it's portrayed as simply for the raw material. A shard of that in a strong vise and you have a lathe that'll never wear out, etc.

And there are other "lesser magical materials" too - tumbaga; a lesser cousin of orichalcum made by melting pure gold and raw copper together, hammered, beaten, forged, immersed in strong acid and then boiled down by the heat of magma or the summer sun, accompanied by the proper rituals; then repeating the process nine times more. Three pounds of raw materials make one of tumbaga, and an error in a single step can ruin the entire forging, leaving it good only for jewelry. This is something mortals can make - but only just, at the highest tech levels of the Age of Sorrows - and which requires Shogunate-level infrastructure to produce on any kind of scale.

You can invent the fluff for them as you like - iskarite; an impure alloy of lead, silver and quicksilver whose mirror-like surface is broken up by matte grey patches. Elinvar; hardwood grown on soil saturated with starmetal from a fallen star; the wood run through with pale streaks and a natural finish that seems to ripple in the light, so tough that it needs jade-tipped tools to work it. Diamond; a relative of adamant made by crushing raw gemstone to a fine powder and treated with caustic acid, enormous pressure and intense heat and cold to purge it of its elemental nature, leaving a lightweight, clear material with little elemental nature and astonishing hardness - the fainter the remaining traces of colour, the higher the quality. The important qualities are always the same - they're nearly (though not completely) unbreakable, they're superior to normal materials, they're right on the edge of human ability to make (mass-producible only at a Shogunate tech/infrastructure level [7]), and they're pretty uncommon. And as a result, everybody wants them.

And then you make these uncommon-but-not-rare weapons; these things made from the lesser cousins of the magical materials, which will be fought and clamoured over and which might have a single blade of lesser-jade "celestrium" be the prized possession of a city's standing military; held by its highest captain or most skilled champion - you make them into Resources. Expensive resources, because they're still rare and valuable like hell, but not something you need to pay background points for. Because if you make people pay background dots for something everyone is going to get, you're basically just saying "you start with two or three background dots fewer than normal; screw you".

And with this, the Artifacts - the true wonders, the shining impossible works of art and craft and war that shake the world when they're drawn and bestow divine and terrible power upon their wielders? The spear that unfolds to a dozen yards in length, its elinvar segments linked by chains of pure starmetal or moonsilver, which seeks and strikes at its wielder's foes like a living thing? The golden sword which glows with the light of the sun and can be brought down with such force as to expand its cutting edge beyond the physical; slicing through rock and stone and steel and flesh in a rent through the world that keeps going for two-dozen bladelengths through anything in its path? The bow of black jade that can fire a bolt of rippling water into the a tainted pool or poisoned river - or even the body of a foe - and purify the liquid within to clean, fresh water?

They suddenly become something worth noticing again.

[1] Admittedly, the dog struggles somewhat to use it.
[2] Though honestly, even there the line blurs in terms of raw stats - that's why they removed Perfect equipment.
[3] Well okay, it is, but only in the sense that fucking everything in Creation is magical, and this happens to be made out of slightly-more-magically-awesome-than-other-stuff material.
[4] Read: Steal, pillage, plunder, extort or craft themselves. Or, yes, fine, 'buy'. But come on, who does that anymore?
[5] No, not that one. Well, probably not. Fucking First Age.
[6] Lookshy too, to an extent, and so they're a complete OCP to most Scavenger Land armies. Yeah, okay, so you have guys in chainmail and breastplates. Well every Lookshyian soldier (as opposed to their auxilaries) is in full jade-steel, as armoured as a person in full plate. Their pike formations are almost invulnerable to second age bowfire; you need to hit them in a joint to wound (hence, getting up close and bashing in their skulls works better), and they're armed with light and strong spears which never break and which can change in length. And a lot of their ranged troops have Shogunate-design crossbows, with Essence battery servos pulling the too-strong-for-men-to-draw limbs. Fight that, mortal army.
[7] One of the Realm's prides and joys is the partially intact civilian docks from the Shogunate, where they slowly and painfully build Shogunate container ships that they use as the flagships of the Realm Navy. Each can carry two whole Legions and is functionally invulnerable to anything except firestones in catapults. Enemy ships can normally just be rammed out of the way, and the flagship isn't even damaged.


... I am satisfied with the number of footnotes I have managed to include in this post. : 3
 
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Revlid doesn't - that I know of - have a single doc in which all his homebrew is gathered, I'm afraid. I've asked him about it before, though I can't recall much more than "nope, there isn't one".
Damn it. I know Revlid has some Infernal Monster Charms based on Asura's Wrath, and I love Asura's Wrath.
 
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I suspect the 'Artifacts aren't actually special' may be the driving force behind Evocations.
"Artifacts aren't special! They don't feel unique or wondrous or rare! People are treating them as just another item, and resenting having to pay Background dots for them! How can we solve this?

"I know! We'll keep their saturation of the setting and lack of rarity the same, but make long Charm Trees for all of them and root a lot more of the power of the self-sufficient god-killing superweapon Exaltations in stuff outside the Exaltation itself which can be taken away from it or broken; thus rendering it powerless! And we'll hype up this cool new idea by pushing it relentlessly in every venue we can! This totally won't lead to everyone and his dog running around with a 'unique wonder' that has an ultra-long Charm Tree and barely using their Native Charmsets; thus detracting from the heroism and power of the Exalted themselves in favour of their shiny Sword of +5 Cutting and Fireballs and making the original problem of 'unique, special' Artifacts being too common even worse!"

... yeah, my friends and I do not have an especially high opinion of the Evocations concept.
 
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I like the idea of evocation as additional toys to play with with your weapons, but trying to pass them off as each sword being more unique than the other? Hahahahahahahahahaha yeah no.
 
The really depressing thing is; if you do use Evocations and use the above take on "true Artifacts" and "lesser wonders" with them; it actually improves the concept hugely, because at least then the Evocation-capable Artifacts feel closer to being as rare and wondrous and unique as they're supposed to be. After all; a lot of people will skip past them and get a normal lesser-Artifact, so you're less likely to get a situation where every freaking person in your party is toting around Excalibur (indeed, potentially a mechanically identical Excalibur if they're not confident in their homebrew and all use a refluffed Volcano Cutter, or whatever that example one was).
 
That's kind of the the big problem with Evocations. They kind of operate under the assumption you'll be making your own evocations for them. Not everyone is Revlid or Earthscorpion who can pull out cool charm concepts out of nowhere. Most of us aren't confident in our abilities to homebrew or are, and this admittedly more likely, just lazy and as such just stick with what will be written in the books, so unless the evocation books is literally front to back nonstop pages of Evocations the choices are probably going to be limited.

And honestly that option probably just makes the problem worse.
 
Now, if it went: "A [Material] daiklave barely counts as an artifact, simply because daiklaves are really freaking rare.* This [material] dagger is just a really expensive dagger because you can buy daggers freakin' anywhere. This is Mountain-Breaker, it is a five dot artifact and gives access to a unique charm tree and can break mountains in half; this is Horizon-Sweeper and it too is a five dot artifact with a unique charm tree and can destroy armies with a single arrow." I would not be upset at all.

*Dungeons the Dragoning takes this approach. You want a dagger or a clip of ammo for a very common weapon made out of darksteel? No problem. You want a daiklave, or an anti-orbital missile made out of darksteel? Good luck, those things are really hard to find even when they aren't made out of magical materials
 
Revlid doesn't - that I know of - have a single doc in which all his homebrew is gathered, I'm afraid. I've asked him about it before, though I can't recall much more than "nope, there isn't one".

On another note, crossposted from the SB Exalted thread; a thing on Artifacts.

Honestly, the easiest way to deal with the Artifact thing is just to say that MM-steel alloys aren't Artifacts.

Because they're not, frankly. They're a tax. Everyone and his dog has a 2-dot daiklave or a powerbow [1], usually with no special powers to slice the land and sky asunder with its edge, or sing a hypnotic dirge as it cuts through the air, or shed feathers of purest gold in the wake of its arrows. Most often, Joe Blogg Solar spends two dots on an orichalcum daiklave because a two-dot orichalcum daiklave has better stats than an Exceptional quality steel sword [2], and is indestructible. So you're an idiot for not getting one, and everyone does, which means that there are thousands of supposedly unique and legendary wonders lying around the setting and "I have an Artifact weapon!" becomes "psshh, yeah, whatever".

So stop them being Artifacts. Your "basic" Artifacts; the "two-dot powerbows" and "standard reaver daiklaves" are just normal-sized weapons made of special materials. They might sometimes made to have special effects when socketed with the right hearthstone or made to be used by the right Exalt, but overall, this approach aims not to have Exalts be so much defined by their bling. So it demythologises that most basic level of artefact entirely. A jade-steel blade is one of massively better quality than even the steel of the Age of Sorrows. It was likely made by a Dragonblood if it is modern, or dates back 700 years to the Shogunate. But that's all it is. It's an incredibly good sword. It's almost unbreakable with Second Age technology. But anyone could pick it up and use it. It's the narrative equivalent of the "knight's armour" or the "bronze of the Greeks and Trojans"; it's not a "magic item" [3].

So yes, most Exalts will try to arm themselves in this really good stuff. And if they can't get jade-steel, they'll go for steel, and if they can't get that, they'll go for bronze or iron. But they have the really good stuff because they're Exalts and so can more easily get [4] the leftovers of the Shogunate or the incredible crafts of the modern age, not because they're the only ones who can use it. And this means that the "Excaliburs" (like the Eye of the Fire Dragon) really stand out. They're the ones that have real magical effects; the Kusanagis, the Gugnirs, the Brahmastras [5]; made from pure magical materials and which add mythic capabilities and wonder to the basic weapon they transcend.

Most current "magical material" weapons just become advanced special materials, to steel as steel is to bronze. So, for example, the Realm's heavy infantry wears jade-steel breastplates because the Realm retains the capacity to make it [6]. It's literally just "very hard metal which is very good at holding an edge, which doesn't rust and so which tends to get reused and reforged and repurposed". A lot of Scavenger Land "daiklaves" are, in fact, literally reforged combine harvester blades. Pure jade things are the actually-magical ones. Jade-steel is a hard-to-forge alloy which requires similar levels of steps above steel as steel requires above iron. It's mostly iron, with traces of jade dust in the same way that steel is mostly iron with traces of carbon - the Shogunate loved their jade-steel, and used tonnes of it. Chiaroscuro glass is one example; scavenged from the wreckage of somebody's glass arcology. It means the city is a lot more important than it's portrayed as simply for the raw material. A shard of that in a strong vise and you have a lathe that'll never wear out, etc.

And there are other "lesser magical materials" too - tumbaga; a lesser cousin of orichalcum made by melting pure gold and raw copper together, hammered, beaten, forged, immersed in strong acid and then boiled down by the heat of magma or the summer sun, accompanied by the proper rituals; then repeating the process nine times more. Three pounds of raw materials make one of tumbaga, and an error in a single step can ruin the entire forging, leaving it good only for jewelry. This is something mortals can make - but only just, at the highest tech levels of the Age of Sorrows - and which requires Shogunate-level infrastructure to produce on any kind of scale.

You can invent the fluff for them as you like - iskarite; an impure alloy of lead, silver and quicksilver whose mirror-like surface is broken up by matte grey patches. Elinvar; hardwood grown on soil saturated with starmetal from a fallen star; the wood run through with pale streaks and a natural finish that seems to ripple in the light, so tough that it needs jade-tipped tools to work it. Diamond; a relative of adamant made by crushing raw gemstone to a fine powder and treated with caustic acid, enormous pressure and intense heat and cold to purge it of its elemental nature, leaving a lightweight, clear material with little elemental nature and astonishing hardness - the fainter the remaining traces of colour, the higher the quality. The important qualities are always the same - they're nearly (though not completely) unbreakable, they're superior to normal materials, they're right on the edge of human ability to make (mass-producible only at a Shogunate tech/infrastructure level [7]), and they're pretty uncommon. And as a result, everybody wants them.

And then you make these uncommon-but-not-rare weapons; these things made from the lesser cousins of the magical materials, which will be fought and clamoured over and which might have a single blade of lesser-jade "celestrium" be the prized possession of a city's standing military; held by its highest captain or most skilled champion - you make them into Resources. Expensive resources, because they're still rare and valuable like hell, but not something you need to pay background points for. Because if you make people pay background dots for something everyone is going to get, you're basically just saying "you start with two or three background dots fewer than normal; screw you".

And with this, the Artifacts - the true wonders, the shining impossible works of art and craft and war that shake the world when they're drawn and bestow divine and terrible power upon their wielders? The spear that unfolds to a dozen yards in length, its elinvar segments linked by chains of pure starmetal or moonsilver, which seeks and strikes at its wielder's foes like a living thing? The golden sword which glows with the light of the sun and can be brought down with such force as to expand its cutting edge beyond the physical; slicing through rock and stone and steel and flesh in a rent through the world that keeps going for two-dozen bladelengths through anything in its path? The bow of black jade that can fire a bolt of rippling water into the a tainted pool or poisoned river - or even the body of a foe - and purify the liquid within to clean, fresh water?

They suddenly become something worth noticing again.

[1] Admittedly, the dog struggles somewhat to use it.
[2] Though honestly, even there the line blurs in terms of raw stats - that's why they removed Perfect equipment.
[3] Well okay, it is, but only in the sense that fucking everything in Creation is magical, and this happens to be made out of slightly-more-magically-awesome-than-other-stuff material.
[4] Read: Steal, pillage, plunder, extort or craft themselves. Or, yes, fine, 'buy'. But come on, who does that anymore?
[5] No, not that one. Well, probably not. Fucking First Age.
[6] Lookshy too, to an extent, and so they're a complete OCP to most Scavenger Land armies. Yeah, okay, so you have guys in chainmail and breastplates. Well every Lookshyian soldier (as opposed to their auxilaries) is in full jade-steel, as armoured as a person in full plate. Their pike formations are almost invulnerable to second age bowfire; you need to hit them in a joint to wound (hence, getting up close and bashing in their skulls works better), and they're armed with light and strong spears which never break and which can change in length. And a lot of their ranged troops have Shogunate-design crossbows, with Essence battery servos pulling the too-strong-for-men-to-draw limbs. Fight that, mortal army.
[7] One of the Realm's prides and joys is the partially intact civilian docks from the Shogunate, where they slowly and painfully build Shogunate container ships that they use as the flagships of the Realm Navy. Each can carry two whole Legions and is functionally invulnerable to anything except firestones in catapults. Enemy ships can normally just be rammed out of the way, and the flagship isn't even damaged.


... I am satisfied with the number of footnotes I have managed to include in this post. : 3
Aleph do you mind if I use this in My games? you will be Cited.
 
Aleph do you mind if I use this in My games? you will be Cited.
If I didn't want people to use it in their own games and thus chip away at the stupid parts of canon and bring hope and succour to the masses, I wouldn't be posting it on a public forum. :p Everything I post here is free for all to use as they wish, and you're encouraged and gratefully thanked for doing so.
 
We just turned Appearance into a Merit; Striking Looks. Because seriously, you never roll the fucking thing, its only real function is as an MDV modifier, and that can be represented better as a Merit without taking up Attribute space.

The DB errata made it so their presence charms actually roll Appearance + Presence + Breeding. Which was great cause that let me totally dump Charisma and Manipulation. (Okay, exaggerating for humor value, but still...)


RE: Artifacts
From what I understand per WoTLA and OC, Artifacts are supposed to be exponentially rated.

Artifact 1 things are minor enough that mortals can have and use them even in the age of sorrows, although mortals rarely do.

Artifact 2 things give you bonuses, but aren't anything game changing

Artifact 3 things are actually giving you a neat power or trick or two and are actually magic items as most people think of them

Artifact 4 things are artifact as Aleph describes them, unique wonders with great powers.

Artifact 5 things are just shy of being pure macguffins, game defining wundarwaffen that nations start wars over.

The problem with this is that backgrounds don't work that way. derp.
 
Ah the Malfean Excellency. What remarkable pain in the ass you are. (I run a game for Exalted Modern, where the Infernals a secret society nobody knows about. You can see the logical issue of roughly a fifth or so of Infernal having the anti-secrecy excellency.)
Exalted Modern is basically Guyver. The Infernals are the Zoalords (with Gorol being Archanfel), the Dragonbloods are the Zoanoids, and the Alchemicals are the Guyvers. One thing they're not big on once the fighting starts? Secrecy.

That's kind of the the big problem with Evocations. They kind of operate under the assumption you'll be making your own evocations for them. Not everyone is Revlid or Earthscorpion who can pull out cool charm concepts out of nowhere. Most of us aren't confident in our abilities to homebrew or are, and this admittedly more likely, just lazy and as such just stick with what will be written in the books, so unless the evocation books is literally front to back nonstop pages of Evocations the choices are probably going to be limited.

And honestly that option probably just makes the problem worse.
Not really, no. Remember, 3e's supposed to be a lot easier to homebrew for; I expect that creating your own evocations will not be terribly difficult.

The really depressing thing is; if you do use Evocations and use the above take on "true Artifacts" and "lesser wonders" with them; it actually improves the concept hugely, because at least then the Evocation-capable Artifacts feel closer to being as rare and wondrous and unique as they're supposed to be. After all; a lot of people will skip past them and get a normal lesser-Artifact, so you're less likely to get a situation where every freaking person in your party is toting around Excalibur (indeed, potentially a mechanically identical Excalibur if they're not confident in their homebrew and all use a refluffed Volcano Cutter, or whatever that example one was).
Not really, no. Remember, the "lesser wonders" you're talking about? They're not supposed to exist. Every daiklave is potentially Excalibur or Volcano Cutter; that's the point of them. I don't think that everyone in the party having one will be a problem; they'll all be different enough to be distinguishable, just like how it's not a problem that every Servant in Fate/Stay Night has a Noble Phantasm.

"Artifacts aren't special! They don't feel unique or wondrous or rare! People are treating them as just another item, and resenting having to pay Background dots for them! How can we solve this?

"I know! We'll keep their saturation of the setting and lack of rarity the same, but make long Charm Trees for all of them and root a lot more of the power of the self-sufficient god-killing superweapon Exaltations in stuff outside the Exaltation itself which can be taken away from it or broken; thus rendering it powerless! And we'll hype up this cool new idea by pushing it relentlessly in every venue we can! This totally won't lead to everyone and his dog running around with a 'unique wonder' that has an ultra-long Charm Tree and barely using their Native Charmsets; thus detracting from the heroism and power of the Exalted themselves in favour of their shiny Sword of +5 Cutting and Fireballs and making the original problem of 'unique, special' Artifacts being too common even worse!"

... yeah, my friends and I do not have an especially high opinion of the Evocations concept.
In Bleach, every Shinigami has a Zanpakuto, and yet they're all unique with interesting powers. Would you say that this detracts from the heroism of the Shinigami themselves, even for the ones with particularly hax powers like Aizen? Of course not. The power of the Zanpakuto is the power of the Shinigami, and the power of the Shinigami is the power of the Zanpakuto. It's the same with an Exalt and his Daiklave.
 
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Not really, no. Remember, the "lesser wonders" you're talking about? They're not supposed to exist. Every daiklave is potentially Excalibur or Volcano Cutter; that's the point of them. I don't think that everyone in the party having one will be a problem; they'll all be different enough to be distinguishable, just like how it's not a problem that every Servant in Fate/Stay Night has a Noble Phantasm.
Yawn. That might be the intent, but in practice, most people pick up a 2-dot daiklave whose only special powers are "having a better statline than mundane equipment". There are thousands of the things in the hands of Dragonblooded and the Wyld Hunt; thousands more in Autochthonia. The intent may well be that every daiklave is a unique, awe-inspiring, breath-taking weapon of legend and beauty and power. In practice, they're +5 Swords of Cutting that everyone has. And, well, Syndrome syndrome sets in. "When everyone's weapon is a unique wonder; nobody's is."

Though the fact that you can say "okay, right, there are thousands to tens of thousands of artefacts in Creation, and they're all unique, special-snowflake wonders that are fantastic and incredible" with a straight face is impressive, I guess. Is this like the speech where you assure someone that they're a unique person unlike anyone else in the world, just like... uh, everyone else in the world?
In Bleach, every Shinigami has a Zanpakuto, and yet they're all unique with interesting powers. Would you say that this detracts from the heroism of the Shinigami themselves, even for the ones with particularly hax powers like Aizen? Of course not. The power of the Zanpakuto is the power of the Shinigami, and the power of the Shinigami is the power of the Zanpakuto. It's the same with an Exalt and his Daiklave.
Hahaha. Leaving aside the myriad problems with Bleach; firstly, no, they're really fucking not. Most of the powers are forgettable - "I make things heavier", "I make you go really fast"; weird - "I play children's games" or bullshit hax. Secondly, the zanpakuto is, in point of fact, not an artefact. It is your Glorious Solar Saber plus Charms. Literally; even in universe. It's not an artefact they've picked up somewhere, it's part of their soul, it comes from within them. And thirdly, frankly, yes, the focus on the speshul powers of the zanpakuto do detract from the shinigami themselves. Literally the only thing I can remember about a bunch of them is whatever their sword's quirk is, and most of them have no other real skills they bust out; they're one-trick ponies who appear in the plot to show off whatever weird new power they have and then fade into obscurity once again. Hardly epic heroes.
 
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Yawn. That might be the intent, but in practice, most people pick up a 2-dot daiklave whose only special powers are "having a better statline than mundane equipment". There are thousands of the things in the hands of Dragonblooded and the Wyld Hunt; thousands more in Autochthonia. The intent may well be that every daiklave is a unique, awe-inspiring, breath-taking weapon of legend and beauty and power. In practice, they're +5 Swords of Cutting that everyone has. And, well, Syndrome syndrome sets in. "When everyone's weapon is a unique wonder; nobody's is."
There is no +5 Sword of Cutting. Every daiklave is a unique, awe-inspiring weapon of legend and beauty and power. You just need to attune to it, and work to awaken its powers. The guy who first awakened Evocations wasn't called the Sword Priest for nothing, you know.

Though the fact that you can say "okay, right, there are thousands to tens of thousands of artefacts in Creation, and they're all unique, special-snowflake wonders that are fantastic and incredible" with a straight face is impressive, I guess. Is this like the speech where you assure someone that they're a unique person unlike anyone else in the world, just like... uh, everyone else in the world?
Everyone is a unique person unlike anyone else in the world. We all have our unique experiences and desires, our own unique histories, and the skills that emerge from those. Just like daiklaves, in fact.

Hahaha. Leaving aside the myriad problems with Bleach; firstly, no, they're really fucking not. Most of the powers are forgettable - "I make things heavier", "I make you go really fast"; weird - "I play children's games" or bullshit hax. Secondly, the zanpakuto is, in point of fact, not an artefact. It is your Glorious Solar Saber plus Charms. Literally; even in universe. It's not an artefact they've picked up somewhere, it's part of their soul, it comes from within them. And thirdly, frankly, yes, the focus on the speshul powers of the zanpakuto do detract from the shinigami themselves. Literally the only thing I can remember about a bunch of them is whatever their sword's quirk is, and most of them have no other real skills they bust out; they're one-trick ponies who appear in the plot to show off whatever weird new power they have and then fade into obscurity once again. Hardly epic heroes.
Actually, Zanpakuto are artifacts, forged from the souls of dead shinigami by one of the members of Zero Division. They're then given to newbie Shinigami, and over time, they absorb the spiritual energy of their wielder, and become one with them. Regardless, however, my point was that the powers of the sword don't detract from the powers of the shinigami who uses it, because the powers of the sword are the powers of the shinigami. Similarly, the powers of a daiklave an exalt wields are not seperate from the powers of the exalt themselves; by awakening its true powers, exalt and sword have become one.
 
Not really, no. Remember, 3e's supposed to be a lot easier to homebrew for; I expect that creating your own evocations will not be terribly difficult.
It's supposed to be easier to write balanced homebrew, but I'm not sure how well that will happen, or how well you'll be able to design charmtrees.

Not really, no. Remember, the "lesser wonders" you're talking about? They're not supposed to exist. Every daiklave is potentially Excalibur or Volcano Cutter; that's the point of them. I don't think that everyone in the party having one will be a problem; they'll all be different enough to be distinguishable, just like how it's not a problem that every Servant in Fate/Stay Night has a Noble Phantasm.

In Bleach, every Shinigami has a Zanpakuto, and yet they're all unique with interesting powers. Would you say that this detracts from the heroism of the Shinigami themselves, even for the ones with particularly hax powers like Aizen? Of course not. The power of the Zanpakuto is the power of the Shinigami, and the power of the Shinigami is the power of the Zanpakuto. It's the same with an Exalt and his Daiklave.
Honestly? Sometimes Exalted says that each is supposed to be Excalibur, sometimes it says that they're not. I think the not works best, because even if you ignore the problems with the Bleach analogy, it actually does work in this respect: sure, there are at least a couple hundred 'interesting' blades. And then there are several thousand that seem to be just normal blades( the unseated shinigami). Sure, they have the potential to become greater, but potential does not mean they will become greater automatically.

"I know! We'll keep their saturation of the setting and lack of rarity the same, but make long Charm Trees for all of them and root a lot more of the power of the self-sufficient god-killing superweapon Exaltations in stuff outside the Exaltation itself which can be taken away from it or broken; thus rendering it powerless!.

Did they confirm the saturation thing? Because that seems counter to some of what they've said. Though if that is the case, well, it'll probably be one of the easier things to houserule.

Also, regarding the self-sufficient part, I think you're overselling it. I mean, Exalted has always, story wise, place a lot of emphasis on power that was not intrinsic to a given Exalted. Infastructure, allies, that sort of thing. Evocations seem to be a bit of a middle ground: less vulnerable than your city-state(yes, yes, they can be stolen/broken, but at best they're going), but requiring a higher investment. More importantly, given the teams previous work, I don't think they're going to make something where if your artifact gets destroyed you now lose all the XP you invested in it.

Also, given the comic so far, it seems as if Evocations were a post-Primordial War development, so it's less that the Exalted invested their power in somewhat vulnerable things while fighting the war, and more that after the war, when they could mess around, they did so.
 
There is no +5 Sword of Cutting. Every daiklave is a unique, awe-inspiring weapon of legend and beauty and power. You just need to attune to it, and work to awaken its powers. The guy who first awakened Evocations wasn't called the Sword Priest for nothing, you know.
You are now arguing from stuff that has not been published or even publicly showcased. Your point is a point that was put forward and attempted in 2e. It did not work. If you look at what people did, you will find that most of the supposedly "unique wonders" were bought at chargen for two or three Background dots because they had a better statline, and then given no more thought. No unique, special name. No Excalibur-like legend. They're just treated as tools, because that is, bluntly, all they are.

Unless you have actual evidence that 3e is going to make this different by not making the bling any rarer, slapping more complicated Charm trees to keep track of onto them (on top of the increased number of Native Charms to keep track of) and attempting to physically hammer a page with "HEY GUYS LOOK AT THESE COOL THINGS CALLED EVOCATIONS AREN'T THESE THINGS COOL YOU SHOULD TOTALLY USE THESE GUYS" printed on it through the eyeballs of everyone who so much as glances over the line, please restrict yourself to stuff we can actually debate on, rather than utterly groundless speculation based on promises that have yet to be backed up. Because if you do the latter, I can just return fire with "yeah, and every daiklave's unique, awe-inspiring legend and beauty and power makes me yawn and look around to see if anything interesting or innovative is being done with this edition".

Edit: Also, the terrible Bleach plot twists are really not helping your case. I stopped reading that thing for a reason, and it appears I was not mistaken in doing so.
 
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You are now arguing from stuff that has not been published or even publicly showcased. Your point is a point that was put forward and attempted in 2e. It did not work. If you look at what people did, you will find that most of the supposedly "unique wonders" were bought at chargen for two or three Background dots because they had a better statline, and then given no more thought. No unique, special name. No Excalibur-like legend. They're just treated as tools, because that is, bluntly, all they are.
The Devs have explicitly stated that Volcano Cutter is meant to be representative of the "average" Daiklave on the WW forums. Every daiklave has a story; Evocations are there to help make that clear. It's possible to buy a daiklave and give it no more thought, but that makes you Kenpachi Zaraki, but that's not what everyone wants to do.

Unless you have actual evidence that 3e is going to make this different by not making the bling any rarer, slapping more complicated Charm trees to keep track of onto them (on top of the increased number of Native Charms to keep track of) and attempting to physically hammer a page with "HEY GUYS LOOK AT THESE COOL THINGS CALLED EVOCATIONS AREN'T THESE THINGS COOL YOU SHOULD TOTALLY USE THESE GUYS" printed on it through the eyeballs of everyone who so much as glances over the line, please restrict yourself to stuff we can actually debate on, rather than utterly groundless speculation based on promises that have yet to be backed up. Because if you do the latter, I can just return fire with "yeah, and every daiklave's unique, awe-inspiring legend and beauty and power makes me yawn and look around to see if anything interesting or innovative is being done with this edition".
What the hell are you on about? You're speaking English, but your words make no sense. Evocations are cool; they're there to let you create unique items with powers based on their histories and power. They're there to let you make legendary items that form a significant amount of your character arc, like Excalibur and Arthur, Ichigo and Zangetsu, or Ryuuko and Senketsu (and yes, that last one's definitely possible, because one of the devs is a Kill La Kill fan, and he mentioned writing an Evocation chain for a Kamui).

Edit: Also, the terrible Bleach plot twists are really not helping your case. I stopped reading that thing for a reason, and it appears I was not mistaken in doing so.
Hardly. It's perhaps being rushed a bit recently because the publisher is pressuring Kubo to finish it, but it's hardly a plot twist, let alone a terrible one; it's just finally filling us in on a bit of background information, and acting as a vehicle for Ichigo's journey of self-realisation (even if the things he discovered during that journey of self-realisation probably do count as a plot twist).
 
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Honestly, I think the best model for Evocations based on what we've seen is Inuyasha's Tessaiga. It's easy to justify as well: The Tessaiga is a Moonsilver Daiklave that was built to be adaptable. Every time It's wielder meets something he can't defeat with his native charmset, he'd turn to his weapon and figure out a way to adapt that towards beating his foe.
 
Also, given the comic so far, it seems as if Evocations were a post-Primordial War development, so it's less that the Exalted invested their power in somewhat vulnerable things while fighting the war, and more that after the war, when they could mess around, they did so.
I dunno; it seems entirely possible that the original Sword Priest was a Primordial War veteran, and that Evocations were discovered during the War.
 
The Devs have explicitly stated that Volcano Cutter is meant to be representative of the "average" Daiklave on the WW forums. Every daiklave has a story; Evocations are there to help make that clear. It's possible to buy a daiklave and give it no more thought, but that makes you Kenpachi Zaraki, but that's not what everyone wants to do.

If the vast majority of 2E players bought supposedly unique and special wondrous weapons and treated them as +5 Swords of Cutting, what makes it so that 3E players will buy supposedly unique and special wondrous weapons and not treat them as Volcano Cutter Clone 15?


Evocations are cool; they're there to let you create unique items with powers based on their histories and power. They're there to let you make legendary items that form a significant amount of your character arc, like Excalibur and Arthur, Ichigo and Zangetsu, or Ryuuko and Senketsu (and yes, that last one's definitely possible, because one of the devs is a Kill La Kill fan, and he mentioned writing an Evocation chain for a Kamui).

What are you basing this on? It seems that all Holden has said about Evocations is that they're a bunch of special Charms slapped together in a special Charm Tree tied to an object. Unless I've missed something vital, there's no link between which Charms are slapped onto a Daiklaive and the fluff history of the weapon, or your own character arc.

Except in the sense that, should you want to, you can totally make some stuff up about it to make the weapon sound special and important. Just like you could in 2E. Which nobody did.
 
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