- Location
- The end of all things
Discreet Essence Armor is occasionally convenient, but if you can't figure out how to conceal Superheavy Plate under your clothes you aren't really trying.
The really badly organized/labeled statblock for the spear, which confuses the heck of plenty of people, since it's technically part of the same entry as the gloves?Thanks.
So where did the 50 yards figure I vaguely remember come from?
Don't worry to much about lack of feedback: it's really damn hard to get people to actually offer up critiques, unless you are bleeding eyes terrible. Not without reason, mind, as proper critiquing is pretty time consuming. Well, that said, lets see what I can find...So, hey, does anyone actually care about the artifacts I've been posting?
Discrete Essence Armor is actually pretty good, but it's utility isn't in combat. It's in social situations: everyone looks at you sideways if your wearing a bulletproof vest to a nightclub (also that would be really uncomfortable) but jewelry no one is going to look at twice. Its for situations that you might need armor, but you can't for whatever reason. My shaman/sailor Eclipse would likely love discrete essence armor, because spirits get very twitchy when your negotiating in obvious armor. A more modern example might be Wilson Fisk's suits from Daredevil: it doesn't look like armor till he's been hit, but then its pretty obviously armor.In any case, this one grew out of me wondering why Discrete Essence Armor is so terrible. (Armor that looks like jewelry could be handy, but if it makes you glow like a bonfire as soon as you get hit, what's the point?) It'd be pretty good for a sniper, but really it's best suited for That One Guy Who Keeps Getting Away.
Looks good, but the last sentence is awkward. Perhaps, "As this does not cause the standard glow, stealth is not rendered impossible by activation in this manner."
Looks good
Is the fact you need to keep motes committed to keep the fog up deliberate? What happens when you release the motes?
What happens when someone activates something like Dust Motes Whirling that grants double 9s in conjunction with this? Or that has purchased Triumph-Forged God-Body?
No Innate keyworded Evocations? Billowing Mist Cloak looks like a good candidate.Sapphire Evocations
In order to unlock Warding Zephyr's Sapphire Evocations, the Exalt must first awaken at least two of its Emerald Evocations.
Hmm. This is quite a bit weaker then the Solar Stealth equivalents. It also seems to be using 2e Stealth rules more then 3e. At the very least I would expect provisions to allow movement without concealment, and mentions of not needing cover.
Hm. Costly for what it does: compare to Frost-Reaping Attitude. I also don't think I like the idea of Anima powering Stealth effects. It feels counter intuitive.
Whelp. No, this one is broken. The +Evasion is alright for being fairly circumstantial to get to +3, and usually being only +1 (though I have concerns about this being combined with Smoke and Shadow Cover), but the Initiative gain effect is very unbalanced: most such charms only grant one point of Initiative for a reason, and they tend to be their own dedicated charms. You need to pare this down a bit.
No Innate again?Adamant Evocations
In order to unlock Warding Zephyr's Adamant Evocations, the Exalt must first awaken at least two of its Sapphire Evocations.
Again, I dislike using Anima to fuel Stealth effects. Swallowing the Sun is a Stealth charm for a reason. Also, reflexive Stealth charms are circumstantial (usual in response to an attack), or one shot: this one is not, making me suspicious about balance. Also, it seriously needs better fluff for an Adamant Tier capstone ability.
Trying is called buying Resistance charms. If you haven't or don't want to, this is quite handy.Discreet Essence Armor is occasionally convenient, but if you can't figure out how to conceal Superheavy Plate under your clothes you aren't really trying.
Is it worth the cost?The really badly organized/labeled statblock for the spear, which confuses the heck of plenty of people, since it's technically part of the same entry as the gloves?
It was far from priority (universal crafting bracers and hearthstone bracers were much more immediately useful), but that pseudo DO ability went nicely with Crimson palm counterstrike, so it was on the to-get list for my redsid.Is it worth the cost?
At Essence 3, 4 motes attunement and 3m activation, you get 9 yards range, MM bonus, -1 to enemy PDV and the ability to Defend Other anyone within range at a -1 PDV penalty to each DO action that stacks.
Poof, gone.So, what happens to Keris extra souls (or, well, any other infernal with pantheon charms) if she dies?
IIRC there is a sid astrological charm that can turn anyone into a Celestial God, if there is an open portfolio to fill. Doing so to a demon removes him or her from whatever soul hierarchy he or she was previously part of.There was that third-circle of Mardukth who somehow left his pantheon for Luna and got turned into a god, though that was before Mardukth died.
IIRC there is a sid astrological charm that can turn anyone into a Celestial God, if there is an open portfolio to fill. Doing so to a demon removes him or her from whatever soul hierarchy he or she was previously part of.
In 3e utterly transforming the nature of a supernatural being is an ambition 2 Solar Circle Sorcerous Working. Turning a demon into a god was specifically listed as an example, though you can pretty much turn anything into anything if you really want to.I think there's supposed to be unspecified, but similiar abilities elsewhere, but I can't remember for sure.
This is the part that confuses me, since (in 2e anyways, which still had the fluff for that one Mardukth deva) devas have unbreakable intimacies of loyalty to their progenitor. How do you get around such a thing?It's not exactly easy, but it still would have been worth the effort if you could get a third circle demon to defect.
This is the part that confuses me, since (in 2e anyways, which still had the fluff for that one Mardukth deva) devas have unbreakable intimacies of loyalty to their progenitor. How do you get around such a thing?
Intimacies can conflict. Falling in love is a common one for that.
But relying on never getting hit at all is a losing proposition in 3e, especially for the secondary/tertiary combatants most likely to want armor they can wear to a fancy ball. If you're fighting and not stomping, you're going to take some withering hits, which means you're going to light up like a bonfire every time the knives come out - and while that's fine when a treacherous spirit tries to gank you in the middle of private negotiations, there are a lot of situations where it's worse than taking some initiative damage, especially if you're worried about getting outed as an Exalt. I guess it does have a place for people who do a lot of private negotiations with powerful spirits, though, which is... not as narrow as it sounds.Discrete Essence Armor is actually pretty good, but it's utility isn't in combat. It's in social situations: everyone looks at you sideways if your wearing a bulletproof vest to a nightclub (also that would be really uncomfortable) but jewelry no one is going to look at twice. Its for situations that you might need armor, but you can't for whatever reason. My shaman/sailor Eclipse would likely love discrete essence armor, because spirits get very twitchy when your negotiating in obvious armor. A more modern example might be Wilson Fisk's suits from Daredevil: it doesn't look like armor till he's been hit, but then its pretty obviously armor.
It also has the important Silent tag (which no other artifact armor has), which means it doesn't clank, making it rather handy for thief types. The glow is a bit of an issue, but as a thief your goal is not to get into combat, and once you are the glow doesn't matter: their already alerted.
I should also note that if your using light armor, your a high mobility/dodgy type anyways, and thus mainly rely on not getting hit. Light armor doesn't give you much, though its obviously better then nothing.
...I guess I could make it an Instant charm that makes a fog cloud that lasts until the end of the scene. Can't say that occurred to me.Is the fact you need to keep motes committed to keep the fog up deliberate? What happens when you release the motes?
Nothing, I suppose, but isn't that common to this type of charm?What happens when someone activates something like Dust Motes Whirling that grants double 9s in conjunction with this? Or that has purchased Triumph-Forged God-Body?
Armor doesn't seem that big on Innate effects, actually. I guess it should have at least one...No Innate keyworded Evocations? Billowing Mist Cloak looks like a good candidate.
Oh, I missed that ISS is reflexive. (Maybe allow reflexive hiding always, and reflexive movement out of melee if you hide from everyone at close range?) I'm not familiar enough with 2e stealth rules to grok your second point, though.Hmm. This is quite a bit weaker then the Solar Stealth equivalents. It also seems to be using 2e Stealth rules more then 3e. At the very least I would expect provisions to allow movement without concealment, and mentions of not needing cover.
Overall, I'd suggest you redo this one, looking more closely at Invisible Statue Spirit and Blurred Form Style, as well as at the Stealth rules.
This isn't a stealth effect; it's mobility. And the anima cost is intended as a hidden upside when combined with Glory-Shrouding Breeze, allowing you to be a little freer with your peripheral motes by climbing to Glowing and spending it back down. You're right about the mote cost, though.Hm. Costly for what it does: compare to Frost-Reaping Attitude. I also don't think I like the idea of Anima powering Stealth effects. It feels counter intuitive.
Hmm. Yeah, you've got a point; there are other charms that give you >1 initiative, but they aren't as spammable as this. Drop it to a flat 1, you think? It does need some upside over just spending 2 excellency motes even when the penalty's only -1, after all.Whelp. No, this one is broken. The +Evasion is alright for being fairly circumstantial to get to +3, and usually being only +1 (though I have concerns about this being combined with Smoke and Shadow Cover), but the Initiative gain effect is very unbalanced: most such charms only grant one point of Initiative for a reason, and they tend to be their own dedicated charms. You need to pare this down a bit.
Hmm. I guess maybe once-a-scene-with-refresh-condition might not be out of place, especially if Vanishing Haze Trick is getting a buff. I like the anima cost though; it fits in with the "lots and lots of escape buttons" thing Warding Zephyr has going on.Again, I dislike using Anima to fuel Stealth effects. Swallowing the Sun is a Stealth charm for a reason. Also, reflexive Stealth charms are circumstantial (usual in response to an attack), or one shot: this one is not, making me suspicious about balance. Also, it seriously needs better fluff for an Adamant Tier capstone ability.
Relying on not getting hit is surprisingly feasible in 3e, provided your Dodge focused (and as a secondary/tertiary combatant, you are most likely going to Dodge focused). Against a stompy focused Exalt opponent its a lot more tricky a proposition, but that is supposed to be your Dawn's job.But relying on never getting hit at all is a losing proposition in 3e, especially for the secondary/tertiary combatants most likely to want armor they can wear to a fancy ball. If you're fighting and not stomping, you're going to take some withering hits, which means you're going to light up like a bonfire every time the knives come out - and while that's fine when a treacherous spirit tries to gank you in the middle of private negotiations, there are a lot of situations where it's worse than taking some initiative damage, especially if you're worried about getting outed as an Exalt. I guess it does have a place for people who do a lot of private negotiations with powerful spirits, though, which is... not as narrow as it sounds.
A Reinforced Buff Jacket is Medium armor, and thus very obviously armor, as well as carrying mobility penalties. Also, Silent is not linked to Mobility penalty.(And reinforced buff jackets have the Silent tag, too. Plus, I'm not sure if it actually does anything on light armor, thanks to their -0 mobility penalty.)
Actually no. Athletics has several notes about how to compensate for this.Nothing, I suppose, but isn't that common to this type of charm?
All of them have at least one, it seems: Brilliant Sentinel has Unconquered Guardian Defense, Freedom's Cadence has Sifu's Graceful Accord, and Dauntless has Fearless Warrior's Revival and Daredevil Bravado Defense.Armor doesn't seem that big on Innate effects, actually. I guess it should have at least one...
Basically there are caveats in the Stealth rules in 3e I'd expect to be accounted for that aren't.Oh, I missed that ISS is reflexive. (Maybe allow reflexive hiding always, and reflexive movement out of melee if you hide from everyone at close range?) I'm not familiar enough with 2e stealth rules to grok your second point, though.
Honestly, the +3 to Evasion against most ranged attacks for 2m is quite a bit already. That said, you might want to look at Dipping Swallow Defense + Fivefold Bulwark Stance for a comparison point.Hmm. Yeah, you've got a point; there are other charms that give you >1 initiative, but they aren't as spammable as this. Drop it to a flat 1, you think? It does need some upside over just spending 2 excellency motes even when the penalty's only -1, after all.
Ooh, or maybe turn up to (visibility penalty) 1s into negative successes?
Well, lets take a look at it balance wise then shall we.Firstly, I haven't actually balanced this thing very much yet, so it might be too strong or too weak for being a 4-dot artifact. I'm also acknowledging that archery weapons in Exalted have amazing range by default- regular bows have an effective range of 400 yards; 1200 feet. Powerbows have a range of 700 yards- 2100 feet! Modern sniper rifles have maximum effective ranges of about 600 yards/meters.
In second edition, piercing is actually not a balance point for archery weapons, because all of them already effectively have it. Target arrows makes the lack of that tag something that needs to compensated for, not a bonus to be added.A smaller drawback, is that I explicitly deny the ability for ammunition Charms to make arrows- just to drive home that you must get a storm going to start shooting things. Further, unlike most powerbows, this artifact doesn't add the user's strength or any additional damage to the attack. It ostensibly makes up for it with Piercing and Area of Effect.
*Eyes my Eclipse sorcerer/sailor who can fuel his spells using storms.* Indeed it is.PS: You are now thinking of Exalted battles in raging thunderstorms, as is the order of things.
Summon Elemental!Yes, I am aware you cannot summon storms with sorcery by default, but dammit you should
I guess you could fairly reliably dodge everything from non-Celestial opponents if you're using Flow Like Blood, Reed in the Wind, and Drifting Leaf Elusion to get your Evasion up, plus Force-Stealing Feint to keep your initiative payments under control, but at that point you're probably better off using Fourfold Shiver Binding than light armor; FSB says you can't use both.Relying on not getting hit is surprisingly feasible in 3e, provided your Dodge focused (and as a secondary/tertiary combatant, you are most likely going to Dodge focused). Against a stompy focused Exalt opponent its a lot more tricky a proposition, but that is supposed to be your Dawn's job.
Well, the real advantage over HSG+WADP is that it doesn't take a turn. And it's true that it doesn't out you immediately, but it is awfully suspicious.But cost wise, it's comparable to Hauberk-Summoning Gesture, and actually efficient once Whirlwind Armor-Donning Prana is factored in. And you want it for much the same reasons: sometimes you really, really don't want to be seen wearing armor, and once a fight starts your probably glowing like nuts anyways (or your Dawn is). It also doesn't out you as Anthema, given the Exigents and spirit blooded running around. That generally kicks in once your anima flaring.
That's what the Silent tag says, but what are those silent movement penalties, anyway? The only thing I can find is this:A Reinforced Buff Jacket is Medium armor, and thus very obviously armor, as well as carrying mobility penalties. Also, Silent is not linked to Mobility penalty.
Silent: All armor can be camouflaged with paint, grease or even dirt, but most armor is noisy. Armor with the silent tag causes no penalties to silent movement.
Well, it has a charm that compensates for this. I feel like it's only there because Triumph-Forged God Body is there offering free double 9s on every Athletics roll, though. Of course, withdraw and rush-resistance are Athletics-based; I guess it wouldn't hurt to give the option to reroll 1s instead.Actually no. Athletics has several notes about how to compensate for this.
So, you think more like "She is rendered invisible until the start of her next turn, and she may reflexively attempt to enter stealth without the need for cover and ignoring the usual penalty for doing so while already in combat. She also ignores penalties for moving in stealth without sufficient cover"? I was kind of figuring being invisible implicitly gave you enough concealment for stealth.Basically there are caveats in the Stealth rules in 3e I'd expect to be accounted for that aren't.
Well, Billowing Mist Cloak plus Parting Cloud Defense only gives you +3 Evasion against ranged attacks if you're standing in the center of the cloud and your foes are outside firing blindly, in which case they deserve to miss. I think I like swapping it out for a nerfed Hail-Shattering Practice better, though.Honestly, the +3 to Evasion against most ranged attacks for 2m is quite a bit already. That said, you might want to look at Dipping Swallow Defense + Fivefold Bulwark Stance for a comparison point.