Slab of perpetual comfort (Artifact 2)

This slab of pure black crystal, is what serves as a bed for dragon kings. The crystal absorbs and releases heat, letting it heat and cool whoever lies upon it.

Upon the spending of 1 mote, the crystal begins absorbing heat from the user, storing it within itself. The cold makes the dragon king using the artifact lethargic and tired, enabling it to quickly enter a state of rest. The moment the Daystar peeks above the horizon, however, the slab begins to release the heat back into the Dragon King, giving him the energy he needs to wake up and start the day.

A/n: basically, an alarm clock, air conditioner, and a blanket at the same time. Also, i'm assuming dragon kings are cold blooded.
 
In a modern game that sort of thing should just be mundane (if exoticly made) equipment , unless you make normal people pay artifact dots for an electric blanket, air conditioner and alarm clock combo. A Refrigerator is a wonder beyond comprehension in a bronze age setting, it's commonplace in a modern one.
 
The Setting Sun's Peace
2-dot Artifact

Woe betide those fallen heroes of the Age of Dreams, who fought against Eternal Darkness and the Burning Judgement unwaveringly. Forevermore they stood as an example of what it means to stand against the All-Makers and to fall. Not many men can take such a stand, for fear of death is easy enough to beat out of a soldier, the fear of all that is worse is harder to shake. Most never can.

The Setting Sun's Peace is a Soulsteel ring with a hole for an accompanying rivet of Sun-Blessed Orichalcum. The Soulsteel band must first be put upon the ring finger, and then the Orichalcum rivet is driven through the ring into the finger. The Ring carries a little piece of Obliviion in it. As such, it cannot be forced onto someone else as all living things reject death.

Once the rivet is inserted, the artifact automatically attunes itself to the wielder for [Essence x 2] motes, automatically taking more motes as the wearer becomes more Enlightened. From now on, reduce all mote gains by a quarter, for whoever wears this ring is forever next to Oblivion. When the wearer dies, their soul is irrevocably destroyed, overriding any other effect is a massive burst of sunlight. In addition, the wearer can forcibly unattune themselves to commit suicide whenever they wish. This artifact is almost impossible to unattune by any other effect, but it is not impossible.

This ring is proof against every fate worse than death, save for perhaps the Ebon Dragon's Soul-Absorbing Barrage. The Bastard was always inconsistent on whether or not the Setting Sun's Peace was proof against his infinite darkness.
 
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Awful concept, no way of saving it. An auto-attuning artefact (which means you can put it on someone else) which instant-kills them if they try to remove it, reduces their mote regen, and gobbles up large amounts of their mote pool is not-good design space.
It's a perfect suicide switch. It's meant to be sub-optimal.

Was reading some of the darker parts of 40k Lore.

It's not like there's a shortage of First Circle Demons that would want some of the Emperor's peace, given the existence of The Ebon Dragon and Malfeas.

But I see your point about forcing it on someone else.
 
It's a perfect suicide switch. It's meant to be sub-optimal.

Was reading some of the darker parts of 40k Lore.

It's not like there's a shortage of First Circle Demons that would want some of the Emperor's peace, given the existence of The Ebon Dragon and Malfeas.

But I see your point about forcing it on someone else.

If you want a perfect suicide switch, it's called "Unconquerable Self". It's a TCS spell. It doesn't have any of the awful restrictions you loaded down on it - it's just a 0-tick spell you cast that sends you instantly to Lethe and scrubs your shard clean of reincarnation memories.

And no, bluntly, most 1CDs aren't in a position to care about the personal attentions of the Yozis, so given a choice between a two dot thing that works like you describe that vastly increases your chance of being killed, and a two dot... oh, say, daiklaive, one of them is much better at avoiding a horrible death.
 
If you want a perfect suicide switch, it's called "Unconquerable Self". It's a TCS spell. It doesn't have any of the awful restrictions you loaded down on it - it's just a 0-tick spell you cast that sends you instantly to Lethe and scrubs your shard clean of reincarnation memories.

And no, bluntly, most 1CDs aren't in a position to care about the personal attentions of the Yozis, so given a choice between a two dot thing that works like you describe that vastly increases your chance of being killed, and a two dot... oh, say, daiklaive, one of them is much better at avoiding a horrible death.
UCS feels like the thematically weak way to do it. If you have a way to dodge a fate worse than death, you are weaker than someone that doesn't, but still faces their fear regardless. It's a thematic statement that someone with a way out is less powerful than someone that is boxed in.

Just because you are too insignificant to get the personal attention of Metagaos doesn't mean he isn't going to eat you and make you an eternal part of a demense.

Really, I just wanted a ring of the Emperor's Peace.
 
UCS feels like the thematically weak way to do it. If you have a way to dodge a fate worse than death, you are weaker than someone that doesn't, but still faces their fear regardless. It's a thematic statement that someone with a way out is less powerful than someone that is boxed in.

Yeah, but that's rubbish. No, it's not a thematic statement - because the thematics you're claiming don't exist in Exalted, given that Unconquerable Self exists [1] and there's no other precedent I can think of to support it - and UCS is not "thematically weak". You've just written cripplingly bad mechanics.

If a 1CD wants to avoid such a horrific fate, then they should just carry around a vitriolwand and save one shot for themselves. It's cheaper and more effective.

[1] And is an actual thematic statement - "A sorcerer can always choose to die on their own terms, for they are the master of their own soul".
 
Really, I just wanted a ring of the Emperor's Peace.
Yeah, my first thought was that this was awful, but my second thought was that it was an attempt to game a cursed item like you can do with Bags of Devouring in D&D by using it as a fuck you to any enemy you don't want fighting you but you aren't willing to personally kill for some reason. If a 1CD wants to avoid a fate worse than death, their best option is slitting their own throats with a brass knife - that's the kind of thing you don't have to model through the damage vs soak system.
 
I need someone to take a look at this concept for the region that the first (possibly only) arc of my SI story takes place in. It fits my view of what is possible in Creation, but I'm not certain if it works outside of that headcanon. I tried to create something that could explain a nomadic clan-culture with a poor average tech level not being consumed by all around it and got this.
Centered upon static Vermoot and two spikes of solid ground covered in forest, the Moon's Stone Pond is a vast region of bogs, mires and swamps that is ever in flux. Imagine a bucket, filled with snakes. Pour thousands of worms and millions of mites upon this ever shifting pile and you have the Pond. The earth elementals that make up the soil shift immensely from generation to generation, geological shifts and earthquakes occurring multiple times per century. Upon this base great liquid whales sink and swim, squirming into every nook and cranny. And smallest of all are the stands of trees, scrub and other flora that spring up and fall.

Each and every time this occurs new resources are both created and destroyed - the majority being low quality deposits of iron, tin and copper. Each and every clan roams across the bogs, laying claim to resources as they appear, developing industries and skills to exploit them and then forgetting them when the supply dries up. The only true 'arts' the clansmen have developed are those of divination - the shamans who lead the great wagons and caravans through mire and swamp, across the safe routes that change each and every season, seeking ore, coal, quality hardwoods and potable drinking water. These wagons are pulled by yeddim, mammoth and rhinoceri, these work-beasts serving not only as transportation, but also the main source of horsepower - every time a resource comes close enough to the surface to be exploited, immense amounts of physical strength is needed to plow the peat turf, ripping open the earth and dragging colossal hunks of stone and ore to the surface. When all has been claimed, those too slow or unfortunate either take to the forests or head to Vermoot, taking up residence there until the next great upheaval.

Prodigies occur relatively more often in this region, some say due to the blessing of Luna, others say due to simple facts of availability. Every now and then, something comes to the surface that is not common - an object of Malfean brass, deposits of jade or moonsilver, hermetically sealed manse-capsules and forgotten temples. The geomancy of the region is in constant flux and any major demense always has at least a slight tinge of the Moon's grace to it's nature. Because of the shortlived nature of anything strategic, from paths and fresh water, to camps, animal herds and demenses, almost all warfare is comprised of raids. Occupation is a fool's errand, slavery an institution doomed to failure. Faiths centered upon gods and ancestors rise and fall, (almost all theology having an aspect of renewal, change and cycles to it), with Yozi cults not being unknown. Notable are the Kings Of Peat And Smoke, Dead rulers who built manse-barrows to be entombed within, these capsules sometimes remaining below ground for millenia before rising to disgorge a horde of zombies and wights.

The current atmosphere of the Moon's Stone Pond is one of anticipation. The Realm to the southwest and Mankalvar to the northeast play games of intrigue, diplomacy and exploitation, the ruling sworn brotherhood of outcaste Dragonbloods composed of Guanting Lin (a Realm CO with a murky political position), Misted Vanities (liaison to the Immaculate Faith), Kolat Arpad (citizen of Mankalvar and bunraku pilot), Harmonious Gala (bureaucrat and head of trade negotiations) and Strangling Vine (native sorcerer). After beating back an incursion of the Kings Of Peat And Smoke, the Shattered Barrows Brotherhood accrued political power rapidly, quickly leveraging their local popularity and foreign support to become defacto leaders of Vermoot. To the north Chiho-Chao, a mortal warlord seeks to seize the riches of Vermoot for himself while the gods face off against the ancestor cults. The fae Oojga Batta extends her influence through the forests while a new lower-class demographic in Vermoot grows unruly and subversive. One of the most enduring and puissant ancestral Dead has lost an item of great power to a prominent god of Vermoot and strives to reclaim it, while the Kings Of Peat And Smoke watch for their next chance at domination. And as always, the immense leviathans of stone and earth writhe beneath, locked in endless contest with one another.
 
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Centered upon static Vermoot and two spikes of solid ground covered in forest, the Moon's Stone Pond is a vast region of bogs, mires and swamps that is ever in flux

What does it even mean? What is "static Vermoot".. how do you get "two spikes of solid ground" in the middle of swamps (that are ever in flux)? Do you mean "hills"? How this region is both static and ever in flux?

(that is just a small portion of what is bungled in the description: "Each and every time this occurs new resources are both created and destroyed -" - do you mean that new resources are created and old deposits are destroyed?)
 
What does it even mean? What is "static Vermoot".. how do you get "two spikes of solid ground" in the middle of swamps (that are ever in flux)? Do you mean "hills"? How this region is both static and ever in flux?

(that is just a small portion of what is bungled in the description: "Each and every time this occurs new resources are both created and destroyed -" - do you mean that new resources are created and old deposits are destroyed?)
Vermoot is immobile - an island of reliability and stillness. Everything around it moves and it doesn't. Slightly to the north of Vermoot are two areas that are also solid that are mostly occupied by forest. If you think of Moon's Stone Pond as a circle with Vermoot at the middle, the two areas are triangles extending inwards from the edges of the circle.

I categorize 'resources' as something that can be exploited. By create and destroy I mean make them available or unavailable.

EDIT: This.
 
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I'm thinking of creating a PbtA Exalted hack. The one time I've played a PbtA game, I enjoyed it. My only problem; I'm not sure where to go to learn the system, as unlike, say, GURPS or Fate there's no setting/game agnostic book with the rules and a guide to how to modify them. So is there a guide to making a PbtA ruleset somewhere, and which two-three games should I look at to figure out the rules from?
Not sure if there's a good guide, but I'm playing in both an Apocalypse World game and a Masks game, and helping Sketch test Flying Circus which is being co-written with Admiral Skippy.

Now, one of the key rules about PbtA is that two players can't use the same playbook. One way to get around this might be to have a "Background" playbook and a "Shard" playbook and allow people to share Shards. That way you can have a party of Dragon-Blooded or Infernals or Lunars and still only have once Sorcerer.
 
Not sure if there's a good guide, but I'm playing in both an Apocalypse World game and a Masks game, and helping Sketch test Flying Circus which is being co-written with Admiral Skippy.

Now, one of the key rules about PbtA is that two players can't use the same playbook. One way to get around this might be to have a "Background" playbook and a "Shard" playbook and allow people to share Shards. That way you can have a party of Dragon-Blooded or Infernals or Lunars and still only have once Sorcerer.
Right now I'm having all the Abilities (ES/Aleph version) be a playbook, which means that you can have up to three of each Solar Caste. Haven't gotten around to the other Hosts tho.
 
Huh. Who made the changes to Behemoths Like Gnats? The original was ludicrously broken, but this version is overpriced for what it does before the upgrade. 3m per soak, with a minor additional effect at low pre-soak damage? That's way too much. Sure, it applies to agg without being armor, but that's not worth 3m/soak.

The upgrade most certainly is worth that much, but you could have it increases the cost.
 
Right now I'm having all the Abilities (ES/Aleph version) be a playbook, which means that you can have up to three of each Solar Caste. Haven't gotten around to the other Hosts tho.
One problem I am having though is how to represent combat with other Exalted and random Mortals on the same scale. The current system works well for fighting groups of mortals or powerful animals or minor gods or the like, but it's too easy to represent fighting other Exalts and too hard to represent fighting random mortals. Especially since the system has to represent people with no combat ability and combat wombats on the same scale.
 
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