Editing SoF Exalted/Artifacts

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 21: Line 21:
 
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren't backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.
 
In an Enlightened Mortal, God-Blooded (assuming the God-Blooded aren't backed by their supernatural parent), or an Outcaste Terrestrial Exalted game the Gear Aspect might only provide Potency 4 or 5, representing a magical trinket you obtained in the Scavenger Lands or a keepsake that is a reminder of your unique heritage.
  
In games involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.
+
In game involving Exalted, whether Terrestrial or Celestial, the Gear Aspect should provide Potency 10. This can be used to represent a single, incredibly powerful Artifact (A relic from the First Age that a Solar obtains from their tomb, for instance), or it may represent several objects of lesser power. Terrestrial Exalted that are backed by the Realm or Lookshy tend to use the Panoply and Minor Artifact options listed below.
  
  
 
'''Panoply and the Gear Aspect'''
 
'''Panoply and the Gear Aspect'''
  
Sometimes you don't want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes you want several items of lesser potency. A daiklave and set of articulated Plate forged from Jade, for instance. If so, you may simply divide up the Potency allowed by your GM accordingly.  Some GM's may wish to require this, as the average Potency 10 Power Item (5-Dot Artifact) can have a major effect on a game's landscape.
+
Sometimes you don't want your Gear Aspect to represent a world-shaking Artifact that will allow you to terrify armies simply by brandishing it. Sometimes want several items of lesser potency. A daiklave and set of platemail forged from Jade, for instance. If so, you simply build the Artifacts as a single Power Item, though having a single Power Item function as both armor and a weapon will increase the Potency cost accordingly.
  
  
 
'''Minor Artifacts'''
 
'''Minor Artifacts'''
  
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook. Non-consumable items cannot have a Cost lower than 4.
+
Some characters, such as Dynasty-backed Dragon-Blooded, have access to more Artifacts than a Solar Exalted can possibly hope to scavage from his tomb. With GM permission, these characters are allowed to purchase Power Items of Potency 4 or lower using Resources, as laid out on pg. 337 of the SoF Corebook.
  
  
Line 49: Line 49:
  
  
'''Attunement, Magical Materials, and Hearthstone Settings'''
+
'''Attunement and Magical Material Bonuses'''
  
All Artifacts that are meant to function in a mundane capacity receive benefits based on the process of Attunement and the Magical Materials used in their construction. In addition, most Artifacts are built with at least one hearthstone setting.  
+
When constructing a Power item that functions as a mundane item, you may ignore the increase of up to 2 Potency per 5 Potency of the Item. In other words, a Potency 10 Item receives a discount of 4 Potency for the purposes of caculating the object's final Potency, while a Potency 5 Power Item Only receives 2 (Potency 4 and lower are out of luck).
  
Attunement is the process by which an Artifact and an Exalt's anima synchronize. An Artifact Chain Shirt becomes as pliable as silk to its owner's touch, and a Daiklave that would be impossible for a mere mortal to swing can be effortlessly hefted with one hand.  The Attunement Bonus is a free effect with a Potency Value of 2.  It most commonly downgrades a Persistent negative Aspect on Artifact weapons or armor, or removes it entirely in the case of normal aspects.  Only Artifacts that function as a mundane item receive this bonus.
+
This should be used for the purposes of making it better than the mundane item that it is representative of. A Potency 10 Spear, for instance, might reduce its Huge(P) Aspect to Large, and increase the item's WR by +1, while a Grand Daiklave might simply increase its WR by 2 and be done.
  
The foundations upon which nearly all Artifacts are built are the Magical Materials, substances that both have a natural affinity for Exalted and are able to hold the potent enchantments that are a necessity for Artifacts.  The Magical Material Bonus is a free effect with a Potency Value of 2.  It should always be used to make the Artifact perform better than its mundane equivalent in the most direct fashion possible.  Generally, this is an increase to WR or AR.  Only Artifacts that function as a mundane item receive this bonus.
+
I'm really not sure about this last one, but I'm including it in here for the purposes of gathering second opinions.
  
Hearthstones are invaluable for any Essence user, and most artifacts are built with at least one Hearthstone Setting.  Artifacts with a Potency of 5 and below have a single setting, while Potency 6 and above have 2.  You may purchase additional sockets for a Potency value of 1 per socket, or remove them with a Weakness (-1 per socket).
 
  
 
'''Wonders of the Past'''
 
'''Wonders of the Past'''

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)