It's not about Solar or Dragonblooded or Lunar or Sidereal. It's about people. Not every Exalt should rule. Not every Solar is a better ruler than any Dragonblooded. Nothing about a given Exaltation makes you more trustworthy than any other, or even more than a mortal. It makes you more efficient. More knowledgeable. But not more trustworthy, or more reliable a ruler, or more just. Those are entirely personal qualities.
It's not about Solar or Dragonblooded or Lunar or Sidereal. It's about people. Not every Exalt should rule. Not every Solar is a better ruler than any Dragonblooded. Nothing about a given Exaltation makes you more trustworthy than any other, or even more than a mortal. It makes you more efficient. More knowledgeable. But not more trustworthy, or more reliable a ruler, or more just. Those are entirely personal qualities.
Here we go again! I think everyone will very quickly understand what these are meant to be a reference to- a multi-layered one at that. I also want to be very up front- their design space and balance is all over the place. There is definitely room for improvement.
The important thing, what I want really to offer, is insight into a design process, not just rattling off homebrew. As per new custom, post-mortems will be in Spoilers for readability.
This artifact is an enchanted scabbard made of living ironwood with orichalcum and red jade fittings, and will fit to size any sword the attuned bearer owns. It has a single hearthstone slot.
As long as the wielder draws the sheathed weapon and attacks in the same action, they may spend two motes to double their attack successes after subtracting the defender's DV.
Alternatively, so long as the wearer has a firm grip on the scabbard, she may force the blade to eject hilt-first as a form of Melee attack with a range of 10 yards. This attack deals only Bashing damage if it successfully strikes a foe, but she may pluck the blade from the air as a reflexive Ready Weapon action at no penalty, after damage is dealt.
A missed attack drops the sword at her feet or embeds it in nearby scenery as appropriate, requiring a new action to retrieve it.
Invoking this power again requires the weapon to be sheathed, and a second, diceless miscellaneous action taken to reset the enchantment.
How about dem Ballistic Sheathes? Jokes aside, this is essentially Hungry-Tiger Technique on a stick. If you haven't been paying attention, HTT is a mortal killer. Just- 'pop' and you basically shred them in one go.
Now, it has a subtle drawback- by the way it's phrased, you must flurry to use this. You have to have your weapon sheathed, draw it in the same action you attack, and spend 2 motes to get the effect.
The other drawback is that to use it again in the same fight, you have to spend one misc action to re-sheath your sword, and then another action to reset the enchantment. Sure- you can flurry that for essentially a cost of -2 DV and five ticks, but it still has to be paid. Lunars with some of their speed magic would be very useful here- or more useful, any sort of reflexive draw power.
All things told I'm pretty happy with this- it does what I wanted and a little bit extra. It is in an interesting space of not actually being a weapon in and of itself, but sort of straddling that line of Tool + Weapon
Crafted as a unique combat-device, utilizing the arts of the Shogunate Era, this artifact was commissioned as a prize in a tournament long lost to memory.
Appearing as a combination of bejeweled harness, scabbard and fittings of Magical Material, the artifact serves as a sheath for up to three kind of swords or daiklaves. It has two hearthstone slots.
Near the throat of the scabbard is an oversized brace sculpted in effigy of the Elemental Dragon of Fire, with an arm curled over the port for vials of alchemical fuel and Fire Pearls. A control stud near the end of the sheath lets the wielder trigger it's deadly functions.
While the artifact it is attuned, readying or sheathing a sword becomes a Speed 3, DV-0 Miscellaneous Action. The scabbard can also be loaded with specially crafted ampoules of Alchemical Weapon Fuel, Fire Pearls or other exotic reagents.
Loading an ampoule is also a Speed 3, DV -0 Ready Weapon Action. These extra components are listed separately as their own consumable Artifact.
As long as the wielder draws the sheathed weapon and attacks in the same action, they may spend two motes, imbuing her blade with the power of Heisesh. She doubles her attack successes after subtracting the defender's DV. These motes also activate any loaded ampoules.
When the blade is sheathed after attacking, the ampoule is ejected with a bright flare of Essence.
This artifact needs one hour of maintenance for every five discharged ampoules.
The Dragon-Throat scabbard was me deciding to rein in my creativity. Roar here is me going a bit crazy.
Strictly speaking, this is a poor artifact. It's almost too crunchy, almost a throw back to Wonders of the Lost Age. At the same time, I'm alright with that, because I created it for the sake of creating it.
Anyway- the basic idea, is that it's a much more elaborate version of the previous artifact. The first major thing it does, is make sheathing/drawing a Speed 3, DV -0 action. Sure, you still take Multiple Action Penalties, but you at least won't be slowed down in the tick count because of your action juggling. It drops the 'Ranged attack' function in favor of being able to trigger what are essentially short chains of magical ammunition.
So, strictly speaking, this isn't actually an Artifact 4- but I rated it such because the sheer scope of bullshit available to a creative player and permissive ST is amazing. The idea of custom ammo appeals to me, and I endeavored to give a bunch of examples.
This is not an artifact I would publish in a game line- this one firmly fits at a given table with good lines of communication. It's still really fun to think about though.
Dragon's Rage Cartridge
Artifact 1
Dragon's Rage Cartridges are string of simple crystal spheres loaded with Alchemical Weapon Fuel, linked with a thread of Orichalcum. When found as a connected chain, the wielder can reset their weapon without a miscellaneous action.
Attacks supplemented by this ampoule create a burning arc of fiery Essence that follows the path of the blade. It coalesces into a fierce draconic form of fang and claw. Even if the attack misses, this animated flame follows the target and is treated as Bonfire environmental hazard with a duration of Five Actions.
There are variants reagent loads which create elementally appropriate hazards- blistering ice storms, corrosive pollen clouds, crushing water dragons or scouring sand-blasts.
Drawback - Consumable
The first example ammo load. These are pretty basic- just little spheres loaded with magic fire fuel that create a lingering hazard in addition to the Hungry Tiger effect. It's worth noting that they are inherently consumable.
Now, since they're Artifact 1s, that means it's easy for Mortals to make them, or certain ammo-forming charms to replicate their effects.
Castle-Breaker Beads
Artifact 2
A more elaborate string of five ampoules, loaded with Alchemical Weapon Fuel and a Fire Pearl (Artifact 1), these rare spheres are circled with bands of Orichauclum, etched with Old Realm chants of power.
Attacks supplemented by this artifact increases its range to [Essence x10] yards, and improves its effect against armor or hardened structures. The attack ignores Hardness not granted by Charms, and wielder may choose to convert their post-soak damage dice into successes at a ratio of three dice to one.
Once the blade has been sheathed, the empty ampoule and fire pearl are ejected, with the latter artifact having been temporarily drained of its enchantment, requiring a day to recharge.
Retrieving Spent Fire Pearls is usually a Difficulty 1 [Perception + Awareness] action.
A heftier, more direct combat boost. These beauties are expensive, requiring a handful of fire pearls AND whatever else you need. In terms of gameplay, you're supposed to 'sweat' the idea of using these, but not so much as to never touch them.
Artifacts like this work best in Realm, Sidereal or Alchemical Games, where it's more readily assumed that consumable Artifacts are, to an extent, readily available. A Solar game by habit focuses on Singular Geniuses and rarely their legions of aides, journeymen and apprentices who make all of these lesser wonders.
Anyway- I'm not 100% on the balance of these; I think the hardness negation is fine, which makes it very handy against structures and Warstriders. The damage conversion I'm iffy about, but I didn't want to do something like 'Double post-soak damage dice'.
I think the important idea here about these ammo artifacts is not just how players use them, but how NPCs can contemptuously waste them, because they know they'll have more. It's a tool to upsell your foes, or yourselves.
Concussive Magnum of Wrath
Artifact 3
Blessed with a war god's fury, these ampoules add a terrible potency to the wielder's attacks. These ampoules are usually discovered or crafted singularly, but if one were to find a fully loaded chain of five charges, it would be Artifact 4.
Unlike Dragon's Rage Cartridges or Castle-Breaker Beads, up to five Magnum ampoules can be loaded and triggered without attacking as a diceless miscellaneous action. Doing so increases the effect of the released attack.
Attacks supplemented by this artifact automatically inflict Knockdown on any character within [10 * ampoules spent] yards of the wielder. Mundane objects and structures in the same area with Soak 15 or less are automatically destroyed in step 10, or suffer Knockback as appropriate.
Additionally, the supplemented attack extends its range by 50 yards and its area of effect by 3 yards per ampoule. A five-ampoule discharge reaches up to 250 yards away and 15 yards wide. The wielder applies the results of their attack to every character, object and structure in that area, but cannot inflict more raw damage than their natural [Strength + Base Weapon] damage.
Drawback - Consumable: Each Magnum is expended completely on use.
This one is hovering in an odd space. I realized, after a certain point that I may as well go full Nanoha, and include an example of a cumulative stacking buff. At the same time, I was trying very hard not to make a straight forward megadamage effect.
So I really enjoyed the concussive knockdown/scenery breaker. In general, more things in Exalted should have that casual side effect, of terrifying awesome might unleashed with every decisive action. The range-extender shares some space with the previous ammo mod yes, but it was balanced with the idea of being able to apply the attack to everything within a given path. In order to make it somewhat reasonable, I capped it at [Strength + Weapon] damage.
Hands down, I can accept that this is a rough cut, but it's got some gems.
Spell-Catching Sabot
Artifact 4
A single cartridge wrought of Starmetal, Orichalcum and White Jade the size of a man's thumb, this sabot is intended to hold a vial of liquified Spell created with a Crucible of Tarim or similar distillation.
Attacks supplemented by a spell can either unleash the spell exactly as it was cast, or with an appropriate stunt, imbue the spell's nature into the blade. For example, harnessing Magma Kraken could render the blade searing hot, adding damage and other effects as appropriate.
If one has an empty sabot loaded into the weapon, they may attempt to attack or parry a spell, treating their action as Countermagic of the appropriate type. The wielder rolls their Permanent Essence against the sorcerer's. If successful, she absorbs the spell into the vessel and can 'cast it' after taking an action to reload it. If she fails, the wielder suffers backlash as if she were the sorcerer.
Note that the Sorcerer can also fail their roll to maintain control as well.
So this one is going to be divisive. In general, anytime Countermagic or Banishment comes up when attached to an Artifact, you have to be really careful. I'm sure I could have made this one a touch more elaborate, being much more specific about timing rules and the like. In this case, I'll just say that it needs that sprucing up, but the idea is more or less as you see it.
The other factor, is that this is an extremely ST-overhead intensive mechanic. It will force the game to pause as everyone reasons out what a spell does when invoked upon the blade. That's a mixed bag, and some folks won't want to allow that. Some folks will be fine with it.
I also appreciate this because it invokes an Artifact I find particular entertaining- the Crucible of Tarim. If you don't know, it's a 5-dot artifact that lets you distill cast spells into (really fragile) glass vials. It's always fun when your spells have a chance of going off randomly!
I set these as Artifact 4s because while they can catch any circle of Sorcery, you either need someone to cast at you to catch them, or a 5 dot artifact and a sorcerer to make the vials.
Here are some short drafts of other hypothetical ampoules and such. Starwind much?
God-Cutting Tincture - allows the attack to strike dematerialized beings; does Aggravated damage to Spirits.
Soulfire Vessel - with an added cost of 1 Aggravated HL, this weapon harnesses the wielder's soul to smite their enemies.
Air-Cursing Charge - banishes air within [Essence x10] yards of the target, inflicts -3 internal penalty on everyone who remains in the area; negates any hazard that requires atmosphere. Characters who cannot leave slowly suffocate. Lasts for one hour.
Sun's Grace Ampoule - A searing flash of light inflicts blindness on everyone but the wielder within [Essence x 20] yards as a crippling effect for 1 action; roll [Perception + Resistance] at Difficulty 3 to rest permanent blindness.
Whew. So yeah- highly experimental with throwback design practices, questionable decisions and a whole lot of fun.
I think one big lesson that gathering all of these up for display reminded me of, is that combat artifacts are tough. Setting aside dice math and balance, one of the most difficult things to do is stretch one's mind out into unique design space with esoteric effects. I didn't really start getting any interesting ideas until the end there like Air-Cursing Charge.
Basically, while big numbers are fun, what makes or breaks your game sessions is new actions and tactics. Very few people are lastingly impressed by another +10 damage or 'I rip out your soul as an instant death effect'.
Instead, qualitative powers like 'I raise walls of ice with every swing of my sword' or 'my armor radiates perfect darkness, dousing fires as I pass' are much more interesting. They're also much more difficult to balance- especially if they connect with other parts of the mechanics.
Like, the ice-wall power is actually pretty basic. You make walls based on condition or resource spent, and you get a set benefit like Cover and obstruction. If you were able to connect that ice power to say, your Melee Charms? Then you have more of a challenge ahead you.
Instead, qualitative powers like 'I raise walls of ice with every swing of my sword' or 'my armor radiates perfect darkness, dousing fires as I pass' are much more interesting. They're also much more difficult to balance- especially if they connect with other parts of the mechanics.
This, specifically, is why I explicitly try to prevent this whenever I have the opportunity to do so. As far as I can tell, most people cannot actually do a decent job of balancing mechanics to save their lives, especially not when they have the extremely strong incentive to do otherwise because overpoweredness directly benefits their characters.
Ya know, after thinking about the "hearthstones are oil" thing and the difficulty of getting pure celestial essence demesnes the single easiest way to do so is probably through Alchemical cities, which already sort of use that system and have a built in filter in the form of the matropolis/patropolis itself.
Ya know, after thinking about the "hearthstones are oil" thing and the difficulty of getting pure celestial essence demesnes the single easiest way to do so is probably through Alchemical cities, which already sort of use that system and have a built in filter in the form of the matropolis/patropolis itself.
Except you know, they don't really make pure celestial essence considering the five autochthon elements and his own primordial energies flow through and sustain them.
If you want pure celestial essence, then you should be prepared to spend a few years setting the stage and preparing your infrastructure. Building your refineries or creating your sorcerous engines that convert one sort into another (at a 2:1 or 3:2 ratio) as a stop gap method until your geomantic alterations are complete.
Once you have the essence on the other hand, you'll have access to both an exportable good and a potent ingredient for further sorcery or artifice. You'll also have to spend a bit of time playing king of the hill to ensure your stuff isn't stolen or converted, but thats why you have fellow circle mates and plenty of downtime.
Except you know, they don't really make pure celestial essence considering the five autochthon elements and his own primordial energies flow through and sustain them.
If you want pure celestial essence, then you should be prepared to spend a few years setting the stage and preparing your infrastructure. Building your refineries or creating your sorcerous engines that convert one sort into another (at a 2:1 or 3:2 ratio) as a stop gap method until your geomantic alterations are complete.
Once you have the essence on the other hand, you'll have access to both an exportable good and a potent ingredient for further sorcery or artifice. You'll also have to spend a bit of time playing king of the hill to ensure your stuff isn't stolen or converted, but thats why you have fellow circle mates and plenty of downtime.
getting an Alchemical to aly with you and then getting them up to essence 8 is probably even more work than some geomancy, it would just greatly reduce necessary upkeep after it has been established.
So the Yozis want all demons locked inside Malfeas forever on the principle of "You don't deserve freedom that we don't have", but the Yozis don't want all the demons locked inside Malfeas forever on the principle of "You don't deserve to be locked away forever, that is our honor".
YEP, spiteful and insane was the original. The whole philosopher reality warpers was said to be bullshit of their brainwashed slaves and later taken up as fact when they became a PC faction, effectively/
This whole 'Spite, not Surrender Oaths' theory has something of a flaw in Adorjan, paragon of freedom who seeks to teach freedom to others. I can't really see her keeping her subsouls locked up with her.
This whole 'Spite, not Surrender Oaths' theory has something of a flaw in Adorjan, paragon of freedom who seeks to teach freedom to others. I can't really see her keeping her subsouls locked up with her.
Adorjan also hates noise, but her 1CD include harpists. To quote from her excellency: "Adorjan is insane and encompasses contradictions." It's actually in her remit to embody freedom and yet deny it to her souls. They haven't managed to be as free as her, or whatever mad logic she has.
Adorjan also hates noise, but her 1CD include harpists. To quote from her excellency: "Adorjan is insane and encompasses contradictions." It's actually in her remit to embody freedom and yet deny it to her souls. They haven't managed to be as free as her, or whatever mad logic she has.
First Circles effectively have sweet fuck-all to do with the parent Yozi. They're tools made by the souls of the souls of the Yozi. At most, there'll be a few aesthetic links.
This whole 'Spite, not Surrender Oaths' theory has something of a flaw in Adorjan, paragon of freedom who seeks to teach freedom to others. I can't really see her keeping her subsouls locked up with her.
Adorjan also hates noise, but her 1CD include harpists. To quote from her excellency: "Adorjan is insane and encompasses contradictions." It's actually in her remit to embody freedom and yet deny it to her souls. They haven't managed to be as free as her, or whatever mad logic she has.
This whole 'Spite, not Surrender Oaths' theory has something of a flaw in Adorjan, paragon of freedom who seeks to teach freedom to others. I can't really see her keeping her subsouls locked up with her.
First Circles effectively have sweet fuck-all to do with the parent Yozi. They're tools made by the souls of the souls of the Yozi. At most, there'll be a few aesthetic links.
They can, but its usually a niche desired by a second or third circle, not by the Yozi themselves. If the Yozi want something taken care of, they move or create a third circle to deal with it.
You can and should train apprentices to deal with the day to day maintence of your manse and other tools as well. Suitably backed up by Eclipse Oaths of course.
They can, but its usually a niche desired by a second or third circle, not by the Yozi themselves. If the Yozi want something taken care of, they move or create a third circle to deal with it.
YEP, spiteful and insane was the original. The whole philosopher reality warpers was said to be bullshit of their brainwashed slaves and later taken up as fact when they became a PC faction, effectively/
Could you elaborate on that? I'm reading your post as implying that the Primordials weren't really reality-shapers in 1e, but reality-warping seems like such an indispensible ability when one needs to build Creation . . . so maybe I'm misunderstanding.