I'm not giving, what, eight different answers.

Basically, there is room for artifacts to make making MMs easier, but your ain't getting MM for free. Or for no effort. So an artifact that keeps the mirrors for smelting orchicalm aligned so you don't have to monitor it constantly is valid, but one that does the entire smelting for you isn't.

And one that generates MM out of nothing is stupid design and should be shot.
Fine. One that converta baae metals into gold, and another that transforma gold into orichalcum.
 
Fine. One that converta baae metals into gold, and another that transforma gold into orichalcum.
First one is literally a Philosophers stone. I don't know how to balance it, but that's hilarious. I have an odd sense of humour.

The second falls afoul of one of the points I put in the post you quoted, so that isn't happening. You aren't going to get something that you can just pop stuff into and get MMs out of.
 
First one is literally a Philosophers stone. I don't know how to balance it, but that's hilarious. I have an odd sense of humour.

The second falls afoul of one of the points I put in the post you quoted, so that isn't happening. You aren't going to get something that you can just pop stuff into and get MMs out of.
Ah. Then the hard way, then. What about one that creates a lava bath?
 
The 125 Golden Sin Brotherhood

The Immaculate Order teaches that long ago, the wicked sinners of the Anathema stole the power of the Sun and the Moon and become terrible demon-empowered sorcerer kings who kept their golden boots pressed against the throat of the world. The intent of these teachings is to justify the reign of the Dragonblooded. However, many heresies through the years have taken another interpretation; that power can be stolen from the gods to become terrible demon-kings. Such heretics consider this to be an entirely admirable goal.

The 125 Golden Sin Brotherhood is one of these heresies, located in cities along the Southern coastline. The sect is a mystery cult of alchemists who have spread along the trade routes of the Realm-dominated cities. Outwardly, they pretend to be assayers and scholars who study elemental transmution. Some of the more skilled members of the group have actually managed to turn a profit from the creation of gemstones and life extension elixirs, which makes them valuable to the lords of these cities.

However, the cult treats the teachings of the Immaculate Faith as their path to obtain Sun-stolen immortality. The 125 in their title refers to the sacred number that is said to be how many of their masters can successfully steal the power of the Anathema before the Sun is extinguished. As a result, in private the Golden Sinners experiment with crystal-trapped sunlight, strange and exotic brews from the far South, and even demonology. After all, is it not said that the Blasphemers had power over demons and achieved their fell works by calling on the forces of Hell? Their studies with sunlight ironically give them better defenses against demons than many misguided demon summoners for the light of the sun trapped within a diamond or a sunstone can inflict agonising pain on an out of control demon, forcing it to flee. The cult takes this as evidence that they are on the right path.

The teachings of the Golden Sinners proclaim that an ascetic lifestyle similar to that required by Immaculate monks is required to purify the self and prepare it to contain stolen power. They eat only unflavoured food, and consume only boiled water, tea and coffee. Stimulants are permitted, for they are said to excite the mind and lead it to new conclusions. However, as they are alchemists they also imbibe a large array of drugs they prepare, trying to broaden the mind in great psychotropic rituals. Through this pattern of abstinence and revelatory exploration, they can semi-reliably awaken the essence of students who maintain this practice and study for several years.

A student who cannot achieve enlightened essence will never rise up the cult. Those who do obtain enlightenment, however, are said to have stolen a fraction of the power of the Sun and are part of the way towards becoming an Anathema. However, the true masters of the sect are those who have initiated into the arts of sorcery. Such individuals, it is felt, are very close indeed to becoming true Anathema. These masters have often made pacts with demon lords so lesser spawn of Hell obey them when summoned, and invoke both the green sun of Hell and the golden sun of Creation in their rituals. However, other masters avoid such arrangements and instead seek out and occupy Solar-aspected demesnes and manses, seeking to absorb the sun's power from such sacred places. The divide between the infernalist Golden Sinners and the ones who shun such dark power has led to civil war within the sect more than once.

The Realm has purged and destroyed their sects in many cities, but the fractious nature of the cult makes it hard to eradicate. The higher-ranking members of the sect know that they are all in competition with one another, for only so many people can take power from the Sun before he dies. As a result, ambitious young prodigies will often take a number of cultists and set up in another city, abandoning their master to chase after a new breakthrough that they are certain will allow them to take the power of the Anathema for themselves. Immaculate monks across the Southern coast pay very close attention to new scholars in town, for fear of this pernicious sect.

So far no member of the sect has Exalted yet, but with the increasing number of Solar Exalted appearing in modern Creation the chance that one of them will "succeed" has increased dramatically. Should they be discovered by a cunning Solar - or Infernal or Lunar - it may be possible to sway large swathes of the sect into the devout followers of their Anathema buddhavista. Such a master will need to be wary of the number of infernalists within the sect, many of whom have already damned themselves in service to the Yozis.
 
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The 125 Golden Sin Brotherhood
I'm reminded of a (probably bullshit) story I once heard about a Medieval cult that tried to refine human blood into the blood of Christ via various processes, chiefly the use of mirrors to reflect and concentrate sunlight.

Also, there's got to be a splinter sect that tries to ritualistically kill Terrestrial gods and harvest their power in order to become pseudo-godblooded.
 
Fine. One that converta baae metals into gold, and another that transforma gold into orichalcum.
The first one is easy and probably already exists somewhere, transforming base materials into another is well possible. The second hahaha... No. Orchalicum is fucking hard to get hold of, as in you either have to smelt it from Gold using mirrors made out of pure gold and the heat of a volcano, or you've got to shape it from the raw chaos of the Wyld. Sure the FIrst Age probably had shit to help with it, like a workshop-manse that quickens and automates some of the process so that it is easier, but something that just plain creates one of the more powerful MMs is just right out.

Ah. Then the hard way, then. What about one that creates a lava bath?
Artifacts are not the end all and be all of the game! Interact with the setting for God's sake! Find a naturally occurring one, negotiate, bribe, or punch a lava or volcano god, cast a spell to call up the veins of the earth or something!
 
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I'm reminded of a (probably bullshit) story I once heard about a Medieval cult that tried to refine human blood into the blood of Christ via various processes, chiefly the use of mirrors to reflect and concentrate sunlight.

Also, there's got to be a splinter sect that tries to ritualistically kill Terrestrial gods and harvest their power in order to become pseudo-godblooded.

Why ritually kill them when you can chain them up in spirit-binding chains and then bleed them and transplant their blood into your body to make yourself into a literal god-blood?

(If this sounds like I'm suggesting that you basically import Immortan Joe and co into Exalted, replacing the cars with horses, and so have them riding around bleeding gods within their temple-spire citadel Water-manse and transplanting god-blood into them at the cost of slowly killing the samurai-riders... well, that'd be a coincidence, right?)
 
The first one is easy and probably already exists somewhere, transforming base materials into another is well possible. The second hahaha... No. Orchalicum is fucking hard to get hold of, as in you either have to smelt it from Gold using mirrors made out of pure gold and the heat of a volcano, or you've got to shape it from the raw chaos of the Wyld. Sure the FIrst Age probably had shit to help with it, like a workshop-manse that quickens and automates some of the process so that it is easier, but something that just plain creates one of the more powerful MMs is just right out.


Artifacts are not the end all and be all of the game! Interact with the setting for God's sake! Find a naturally occurring one, negotiate, bribe, or punch a lava or volcano god, cast a spell to call up the veins of the earth or something!
I'm trying to make a tinker in worm thya has the theme of "exalted artifacts'. But i have problems.
 
I'm trying to make a tinker in worm thya has the theme of "exalted artifacts'. But i have problems.

Last time you brought this up, I had an answer for you with regards to that - which you never properly addressed:

You don't do that, because that's a far too broad tinker-field for someone to excel in. A bladesmith would be acceptable, or even a goldsmith (which extends to working in orichalcum), but "I'm gud at artefacts" is too broad for both Worm and Exalted.

And to add another thing, in Exalted artefacts aren't really a "superpower". A combat-specced Dragonblooded with a stick should beat a combat-specced enlightened mortal carrying a daiklaive every time, assuming equal mundane combat skills. In Exalted, an Iron Man Twilight vs Hawkeye Night ends with one fancy suit of power armour impersonating a porcupine after being shot repeatedly with arrows, because Iron Man's fancy armour and targeting systems are no match for one man who's really, really good with a bow and at getting the drop on people. And Captain America Zenith (or maybe Dawn) doesn't need his fancy shield to kick Iron Man's shiny butt, but it just makes it easier.

This goes directly against the Worm paradigm where Tinkers get to basically do anything if they're powerful and can bullshit it to being in-theme for them.
 
I'm trying to make a tinker in worm thya has the theme of "exalted artifacts'. But i have problems.
And my point still stands; have them join the Protectorate and impress upon them the need for a high heat environment for their best work, ask Lung to sit around while burning as hot as he can, or find a recent site of a battle against Behemoth etc. It doesn't matter what setting you are using, your character must interact in some fashion with the people and world around them; have them make a crude copy of Ashigaru Power armor and knock some heads in on the docks, use a shoddy concussion cannon to drive off the E88 or finally, after years of effort, failures and missteps with the help of the entire Protectorate behind you, activate your Orchalicum Warstrider and take the fight to the Endbringers themselves!

Artifacts, in fact powerful equipment in general, are a means to an end, not ends unto themselves; Dr. Doom steals Reed Richard's experimental ray gun so he can threaten the world into submission, Link needs the Master Sword to defeat Ganon to save Hyrule and get some sweet, sweet Princess kisses or the Dragonblooded farmboy needs to get the Eye of the Fire-Dragon so can stand a chance in hell against the vile Anathema that is enslaving his village. They exist to enable a character to do things they normally wouldn't be able to, explain why they can fight the ultimate evil while just being a teenager in a green shirt.
 
And my point still stands; have them join the Protectorate and impress upon them the need for a high heat environment for their best work, ask Lung to sit around while burning as hot as he can, or find a recent site of a battle against Behemoth etc. It doesn't matter what setting you are using, your character must interact in some fashion with the people and world around them; have them make a crude copy of Ashigaru Power armor and knock some heads in on the docks, use a shoddy concussion cannon to drive off the E88 or finally, after years of effort, failures and missteps with the help of the entire Protectorate behind you, activate your Orchalicum Warstrider and take the fight to the Endbringers themselves!

Artifacts, in fact powerful equipment in general, are a means to an end, not ends unto themselves; Dr. Doom steals Reed Richard's experimental ray gun so he can threaten the world into submission, Link needs the Master Sword to defeat Ganon to save Hyrule and get some sweet, sweet Princess kisses or the Dragonblooded farmboy needs to get the Eye of the Fire-Dragon so can stand a chance in hell against the vile Anathema that is enslaving his village. They exist to enable a character to do things they normally wouldn't be able to, explain why they can fight the ultimate evil while just being a teenager in a green shirt.
...... actually, that gives me an idea.

instead of taking it from the perspective of the crafter, I instead ignore it, and then just take it from the perspective of the buyers.

So artifacts are tools for people to do things they normally cannot? This works for the world of Worm as well. Let's say, a coat that makes you invisible and muffles your footsteps.....

By breaking several rules and butchering the cosmology, maybe the crafter can grant an essence pool, enabling the buyer to power their own artifact? Then the coat gives the person a stranger rating, that enables them to act as a vigilante if they so wish to.

This would be quite interesting. Instead of using the crafter as a character, he/ she is a plot device so that people can buy stuff to become a hero.

Is there any method of producing Jade? As in, the magical material?
 
Well, technically; Wyld-Shaping is artifical.

But if you asked whether it was okay to design an artefact that let you Wyld Shape, I'd laugh at you so fucking hard for like, two hours before just walking away.

Because that's stupid.
 
Screw it. Maybe i should just..... substitute handwavium for this shit.

Sorry if I've asked before, but do you know what would be good artifacts from 1 to 3 for modern superhero settings?

...how is it still an Exalted crossover if you ignore all of its mechanics, themes, and setting details?

At that point, why not just have it be a character who has the power to make magical 'original fantasy' artifacts?

Edit: Actually, let me be encouraging and say that could even be sorta cool. Like, if one of the species that the Entities ate, or more of them, had some form of weird magical technology or something, and therefore the Tinker makes stuff that wouldn't be out of place in a Fantasy novel. Boom, book it, done.
 
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...how is it still an Exalted crossover if you ignore all of its mechanics, themes, and setting details?

At that point, why not just have it be a character who has the power to make magical 'original fantasy' artifacts?

Edit: Actually, let me be encouraging and say that could even be sorta cool. Like, if one of the species that the Entities ate, or more of them, had some form of weird magical technology or something, and therefore the Tinker makes stuff that wouldn't be out of place in a Fantasy novel. Boom, book it, done.
Alright fine.

I just find the Exalted artifacts cool. But they aren't all that awesome in a modern setting. I mean, it's the bronze age. heck, the tools in my secondary school workshop would probably rate artifact 2 or 3 there. Our pens are probably artifact 1
 
Screw it. Maybe i should just..... substitute handwavium for this shit.

Sorry if I've asked before, but do you know what would be good artifacts from 1 to 3 for modern superhero settings?

Again, just use the Sci-fi Space Opera setting from Shards. It solves all your problems and allows for easy enough crossovers.

Go read Book of Sorcery: Wonders of the Lost Age. Also, see below.

I just find the Exalted artifacts cool. But they aren't all that awesome in a modern setting. I mean, it's the bronze age. heck, the tools in my secondary school workshop would probably rate artifact 2 or 3 there. Our pens are probably artifact 1

Aren't awesome in a modern setting? You need more Urban Fantasy in your life. :V

Imagine your tools in your workshop. Now, imagine said tools no longer needs electricity to function, and will never wear. Imagine that pen as something that changes its tip size, color, and will never run out of ink. Look around your surrounds, then imagine the functions and aesthetics if they were made better.

Steal inspiration from whatever speculative fiction you can find. Then go read Shards and realize that Modern Exalted already exists.
 
Alright fine.

I just find the Exalted artifacts cool. But they aren't all that awesome in a modern setting. I mean, it's the bronze age. heck, the tools in my secondary school workshop would probably rate artifact 2 or 3 there. Our pens are probably artifact 1
The thing is, Artifacts mean, in context, magical devices that are miraculous in the context of the setting, not simply advanced technology from a more advanced age that might as well be magic to the ignorant inhabitants of this fallen era (though some of it is, most Artifacts are supposed to be unique rather than standarized magitech). It means that if you want to take these to a modern setting, you have to take the theme and potential and apply it to more modern-relevant things.

Instead of making a Daiklave, which is a magical sword, you are making a magical computer, or a magical vehicle. Think of modern things, and then make them do something that is currently technologically impossible. Think of FTL* travel or comms, of power armors that don't obey the strict limitations of power-usage-to-size-of-powerpack, anti-gravity, or the more esoteric things like psychic powers or phenomena and how they might be translated to Exalted.

Think for example on the ability of spirits to dematerialize. Not going invisible, literally dematerializing from this plane of existence and going to the immaterial plane. Now think of a suit of power armor or some other device that lets its user dematerialize, passing through physical objects and be utterly undetectable to mundane means (this is an actual Artifact: Celestial Battle Armor made from Starmetal can have this power, for instance).

Basically, you need to stop thinking on what would be an Artifact in Exalted's current setting, and think about what would be considered an Artifact in a more modern or even sci-fi version of Exalted.


* The most obvious example I can think of would be the FTL engine from Event Horizon, which in Exalted terms would take advantage of the unique property of Cecelyne to take only five days to cross, and somehow being able to enter Cecelyne from any fitting point in space and control where you come out. While it requires invoking Yozi power and risking attacks by demons on the way, it nonetheless offers actual FTL to a modern setting, and would thus fit as both a modern invention and yet magical enough to be an Artifact.
 
...how is it still an Exalted crossover if you ignore all of its mechanics, themes, and setting details?

At that point, why not just have it be a character who has the power to make magical 'original fantasy' artifacts?

Edit: Actually, let me be encouraging and say that could even be sorta cool. Like, if one of the species that the Entities ate, or more of them, had some form of weird magical technology or something, and therefore the Tinker makes stuff that wouldn't be out of place in a Fantasy novel. Boom, book it, done.

If you want 'White Wolf inspired universe with superhuman god-beings which were once people' you might as well do the crossover with Aberrant which inherently fits into superhero settings much better.

You could even see novas as the much bigger, swoler brothers of your average Parahuman. I mean the baseline power enhancements-heavily augmented durability, immunity to toxins, disease, and biomanipulation powers, improved resistance to mind-affecting effects, would already be fairly impressive for a parahuman.
 
Are there any infernal charms which force someone to abide by their word? Basically you or someone else swears to do or not do something, and the charm makes them do it? The closest I can find is Cecelyne's Verdant Emptiness Endowment Charm tree.

If not, what Yozi would it fit best? I think either Cecelyne or SWLIHN.
 
Are there any infernal charms which force someone to abide by their word? Basically you or someone else swears to do or not do something, and the charm makes them do it? The closest I can find is Cecelyne's Verdant Emptiness Endowment Charm tree.

If not, what Yozi would it fit best? I think either Cecelyne or SWLIHN.
You seem to be looking for the Fiend anima power. The one that isn't charmshare.
 
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