SoF Exalted/Artifacts

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Artifacts and Items of Power[edit]

Hearthstones[edit]

Hearthstones... I'm treating as a type of Facility, actually, but instead of being a physical place they are a Power Item with a Potency equal to their Facility rating. The easiest way to obtain one is to take the Headquarters Expert Advantage, use the Facility gained as your Manse, and then use your starting Facility as your Hearthstone. It's rating isn't calculated by Resources, but is instead equal to your Manse's rating (I don't want to give high Resources characters an absurd advantage at every turn).

Every Hearthstone grants the Regeneration Power tied to the Essence Stress Track, which doesn't count as an additional power for the purposes of Potency calculation (It still has to be paid for, though).


Artifacts[edit]

Artifacts are items of wonder and power, crafted by supernaturally-potent craftsmen out of exceptionally rare materials. Though in the current age they tend to simply be superior versions of existing technology, in the First Age there were artifacts capable of feats that mortal men can scarcely imagine. In mechanical terms, Artifacts are built using the Power Item rules in the SoF Corebook. This section is intended to provide guidelines and custom rules for their construction and use.


Gear Aspect Guidelines

The most common way for a character to obtain an Artifact at character creation is through the Gear Aspect. One of the first things a GM should in regards to Artifacts is determine the Maximum Potency a Power Item can have if obtained through the Gear Aspect.

In a Heroic Mortal game the Gear Aspect might only grant access to exceptional equipment, such as an heirloom sword crafted by a master craftsmen generations ago. Use the rules for Equipment Modifications found on pg. 301 in the SoF Corebook. The Item's Cost should not exceed 6.

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.


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.


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.


Artifact Construction

Artifacts are built using the Power Item rules in SoF Corebook. Below are some guidelines and appropriate modifications.


Converting 2e Artifacts to SoF

Matching an Artifact's Dot Rating to the Potency of a Power Item is quite simple. One dot equals two points of Potency. Thus, a two dot artifact is equal to a Potency 4 Power Item. Some Power Items, much like Artifacts in 2e, are more powerful than their Potency suggests. A suit of Celestial Battle Armor, for instance, is more powerful than Artifact Platemail. This is because of Weaknesses and Limitations built into the Power Item.


Power Choices

One of the most important things to remember about Artifacts is that they don't have to hew to the thematic limitations of the Exalted they are constructed by. A Lunar cannot develop, through Powers, the ability to animate a sword so that it will defend her against attackers, yet this didn't stop an ancient Lunar from designing Flying Silver Dream.


Attunement, Magical Materials, and Hearthstone Settings

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.

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.

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.

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

In the past there were many people in the world who were capable of creating Artifacts of world-shaking power. This is represented by access to Metro and World-Class Powers. A sword forged in the First Age by a Master Twilight Artisan might be capable of World-Class Powers, while a group of ancient Dragon-blooded Armorsmiths might produce a set of jade platemail with Metro-Class Power. The latter might still be possible in the current age if the crafter is truly a prodigy, and the former is sure to become a reality once more now that the Twilight Caste have returned to Creation.


Example Artifacts[edit]

The following are some Artifacts built using the Power Item rules found on pg. 337 of the SoF Corebook. They are separated into Lesser Wonders, Greater Wonders, and Earthshaking Wonders.

Lesser Wonders(Potency 2-6): Items that are superior to their mundane equivalents, but not unique. Most Artifacts forged for Terrestrial Exalted or God-Blooded are at this level.

Greater Wonders(Potency 6-8): Artifacts at this level are rare, powerful, and often close to unique. The panoply of a Celestial Exalted was generally assumed to be at least this level. The creation of Greater Wonders is the best that Dragon-Blooded Artificers can manage in the Age of Sorrows.

Earthshaking Wonders(Potency 9-10): All Artifacts have a story, but Artifacts of this level are truly legendary. Nearly every single one was forged with a specific individual in mind, and many are one-of-a-kind. The possession of a single Artifact of this caliber can alter the fate of nations.

Lesser Wonders (Utility)[edit]

Hearthstone Amulet

Potency: 1

An amulet forged from one of the Magical Materials, designed to hold a single Hearthstone.

Effect: A Hearthstone Amulet provides a single setting for a Hearthstone to be placed in.

Power Item Breakdown:

Hearthstone setting

Potency Value: 1

Total: 1


Hearthstone Bracers (Jade)

Potency: 4

Bracers forged out of one of the types of Jade favored by the Dragon-Blooded. One of the bracers is fitted with a hearthstone setting, while the other is enchanted.

Effect: Jade Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +2 bonus to Initiative. Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Terrestrial Exalted.

Power Item Breakdown:

Enhanced Reflexes (3 AP)

Potency Value: 3

Grace Under Fire (1 AP)

Potency Value: 1

Weakness (Powers only work for Dragon-Blooded)

Potency Value: -1

Total: 3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = 4


Hearthstone Bracers (Moonsilver)

Potency: 4

Bracers forged out of Moonsilver, favored by the Lunar Exalted. One of the bracers is fitted with a hearthstone setting, while the other is enchanted.

Effect: Moonsilver Hearthstone Bracers grant their wearer the Enhanced Reflexes Power, a feature common to all Hearthstone Bracers. In addition, they provide a +1 bonus to Defense rolls against melee attacks. Hearthstone Bracers have a single hearthstone setting, and the benefits they provide can only be gained by the Lunar Exalted.

Power Item Breakdown:

Enhanced Reflexes (3 AP)

Potency Value: 3

Soft Style (1 AP)

Potency Value: 1

Weakness (Powers only work for Lunar Exalted)

Total: 3 (Highest Value) + 1 (Average of additional effects) + 1 (Number of additional effects) - 1 (Weakness) = 4


Lesser Wonders (Weapons)[edit]

Daiklave

Potency: 3

The traditional weapon of the Exalted. Daiklaves are massive straight swords over four feet long and 6 inches wide, forged from one of the Magical Materials.

Effect: A Daiklave's mundane stats are those of a straight sword with +2 WR (+5 WR). It increase a Solar Exalt's Power Attack, Melee damage by +4. A Daiklave has a single hearthstone setting.

Power Item Breakdown:

Power Attack, Melee (Improved Weapon Rating x2; 2 AP)

Potency Value: 2

WR Increase (+1 WR)

Potency Value: 2 (Attunement, Free)

WR Increase (+1 WR)

Potency Increase: 2(Magic Material, Free)

Functions as a straight sword

Potency Value: 1

Total: 1 (functions as straight sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = 3


Reaper Daiklave

Potency: 3

Built for speed rather than power, the Reaper Daiklave is the opposite of the Reaver. Reaper Daiklaves are massive slashing swords four feet long, four inches wide, and forged from one of the Magical Materials.

Effect: A Reaper Daiklave's mundane stats are those of a slashing sword with +1 WR (+4 WR). It increase a Solar Exalt's Power Attack, Melee damage by +4. A Reaper Daiklave has a single hearthstone setting.

Power Item Breakdown:

Power Attack, Melee (Improved Weapon Rating x2; 2 AP)

Potency Value: 2

Aspect Upgrade (Quick to Quick (P) )

Potency Value: 2 (Attunement, Free)

WR Increase (+1 WR)

Potency Increase: 2(Magic Material, Free)

Functions as a slashing sword

Potency Value: 1

Total: 1 (functions as slashing sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Upgrade) + 2 (Highest Value) = 3


Reaver Daiklave

Potency: 3

A compromise between the elegance of the Daiklave and the raw killing power of the Grand Daiklave. Reaver Daiklaves are massive single-edged blades over four feet long and at times a foot wide, forged from one of the Magical Materials.

Effect: A Reaver Daiklave's mundane stats are those of a Chopping sword with +2 WR (+6 WR). It increase a Solar Exalt's Power Attack, Melee damage by +4. A Reaver Daiklave has a single hearthstone setting.

Power Item Breakdown:

Power Attack, Melee (Improved Weapon Rating x2; 2 AP)

Potency Value: 2

WR Increase (+1 WR)

Potency Value: 2 (Attunement, Free)

WR Increase (+1 WR)

Potency Increase: 2(Magic Material, Free)

Functions as a chopping sword

Potency Value: 1

Total: 1 (functions as a chopping sword) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = 3


Grand Daiklave

Potency: 6

The ultimate in raw killing power. Grand Daiklaves are massive great swords six feet long feet long and over a foot wide, forged from one of the Magical Materials.

Effect: A Grand Daiklave's mundane stats are those of a great sword with +2 WR (+7 WR). It increase a Solar Exalt's Power Attack, Melee damage by +6. Unlike most artifact weapons, it has three hearthstone sockets.

Power Item Breakdown:

Power Attack, Melee (Improved Weapon Rating x3; 2 AP)

Potency Value: 3

WR Increase (+1 WR)

Potency Value: 2 (Attunement, Free)

WR Increase (+1 WR)

Potency Increase: 2(Magic Material, Free)

Functions as a great sword

Potency Value: 2

Additional Hearthstone Settings

Potency Value: 1

Total: 2 (functions as great sword) + 1 (additional Hearthstone settings) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = 6


Short Daiklave

Potency: 3

The only type of Daiklave that mortals can (clumsily) wield. Short Daiklaves are about 3 feet long and tend to be wielded in pairs.

Effect: A Short Daiklave's mundane stats are those of a straight sword with +1 WR (+4 WR) and the Concealable Aspect (being one of the few Artifact weapons that could be mistaken for a mundane weapon while sheathed). It increase a Solar Exalt's Power Attack, Melee damage by +4. Short Daiklaves do not typically possess hearthstone settings, and are typically found in pairs.

Power Item Breakdown:

Power Attack, Melee (Improved Weapon Rating x2; 2 AP)

Potency Value: 2

Aspect (Concealable)

Potency Value: 2 (Attunement, Free)

WR Increase (+1 WR)

Potency Value: 2(Magic Material, Free)

Weakness (no hearthstone setting)

Potency Value: -1

Functions as a straight sword x2

Potency Value: 2

Total: 2 (functions as straight sword x2) + 0 (Magic Material: WR Increase) + 0 (Attunement: Concealable Aspect) + 2 (Highest Value) - 1 (Weakness) = 3


Wavecleaver Daiklave

Potency: 3

An uncommon type of Daiklave that was designed for use on the high seas. Wavecleaver Daiklaves are about three feet in length, but unlike Short Daiklaves are too wide to be mistaken for anything other than an Artifact.

Effect: A Wavecleaver Daiklave's mundane stats are those of a machete with +2 WR (+5 WR). It increase a Solar Exalt's Power Attack, Melee damage by +4. A Wavecleaver Daiklave possesses two hearthstone settings.

Power Item Breakdown:

Power Attack, Melee (Improved Weapon Rating x2; 2 AP)

Potency Value: 2

WR Increase (+1 WR)

Potency Value: 2 (Attunement, Free)

WR Increase (+1 WR)

Potency Value: 2(Magic Material, Free)

Additional Hearthstone Setting

Potency Value: 1

Functions as a machete

Potency Value: 0

Total: 0 (functions as machete) + 1 (Additional Hearthstone Setting) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = 3


Lesser Wonders (Armor)[edit]

Chain Shirt

Potency: 2

Placeholder

Effect: An Artifact Chain Shirt's stats are those of a mundane chain shirt with +1 AR, +2 Stress Boxes, and the Concealable Aspect (+3 AR, 5 Stress boxes, Concealable). It does not possess a hearthstone setting.

Power Item Breakdown:

Aspect (Concealable)

Potency Value: 2

AR Increase (+2 Stress Boxes)

Potency Value: 2 (Attunement, Free)

AR Increase (+1 AR)

Potency Increase: 2(Magic Material, Free)

Functions as a chain shirt

Potency Value: 1

Weakness (No Hearthstone setting)

Potency Value: -1

Total: 1 (functions as chain shirt) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) - 1 (Weakness) = 2


Breastplate

Potency: 3

Placeholder

Effect: An Artifact Breastplate's stats are those of a mundane breastplate with +1 AR and +2 Stress Boxes (+3 AR, 6 Stress boxes). It has a single hearthstone setting.

Power Item Breakdown:

AR Increase (+2 Stress Boxes)

Potency Value: 2

Aspect Removal (Bulky)

Potency Value: 2 (Attunement, Free)

AR Increase (+1 AR)

Potency Increase: 2(Magic Material, Free)

Functions as a breastplate

Potency Value: 1

Total: 1 (functions as breastplate) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = 3


Reinforced Buff Jacket

Potency: 3

Placeholder

Effect: An Artifact Reinforced Buff Jacket's stats are those of a Mundane Reinforced Buff Jacket with +2 AR and +2 Stress Boxes (+4 AR, 6 Stress boxes). It has a single hearthstone setting.

Power Item Breakdown:

AR Increase (+2 Stress Boxes, +1 AR)

Potency Value: 3

Aspect Removal (Bulky)

Potency Value: 2 (Attunement, Free)

AR Increase (+1 AR)

Potency Increase: 2 (Magic Material, Free)

Functions as a reinforced buff jacket

Potency Value: 1

Total: 1 (functions as reinforced buff jacket) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = 4


Lamellar

Potency: 4

Placeholder

Effect: Artifact Lamellar's stats are those of Lamellar with +1 AR and +2 Stress Boxes (+4 AR, 7 Stress boxes). It has a single hearthstone setting.

Power Item Breakdown:

AR Increase (+2 Stress Boxes)

Potency Value: 2

Aspect Removal (Bulky)

Potency Value: 2 (Attunement, Free)

AR Increase (+1 AR)

Potency Increase: 2(Magic Material, Free)

Functions as a lamellar

Potency Value: 2

Total: 2 (functions as lamellar) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = 4


Reinforced Breastplate

Potency: 5

Placeholder

Effect: An Artifact Reinforced Breastplate's stats are those of a mundane reinforced breastplate with +2 AR and +2 Stress Boxes (+5 AR, 7 Stress boxes). It has a single hearthstone setting.

Power Item Breakdown:

AR Increase (+2 Stress Boxes, +1 AR)

Potency Value: 3

Aspect Removal (Bulky)

Potency Value: 2 (Attunement, Free)

AR Increase (+1 AR)

Potency Increase: 2(Magic Material, Free)

Functions as a lamellar

Potency Value: 2

Total: 2 (functions as lamellar) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 2 (Highest Value) = 4


Articulated Plate

Potency: 5

Placeholder

Effect: Artifact Articulated Plate's stats are those of mundane Articulated Plate with +2 AR and +2 Stress Boxes (+6, 8 Stress boxes, Bulky). It has a single hearthstone setting.

Power Item Breakdown:

AR Increase (+2 Stress Boxes, +1 AR)

Potency Value: 3

Aspect Downgrade (Restricting(P) to Bulky)

Potency Value: 2 (Attunement, Free)

AR Increase (+1 AR)

Potency Increase: 2(Magic Material, Free)

Functions as articulated plate

Potency Value: 2

Total: 2 (functions as articulated plate) + 0 (Magic Material: WR Increase) + 0 (Attunement: WR Increase) + 3 (Highest Value) = 5


Superheavy Plate

Potency: 6

Placeholder

Effect: Artifact Superheavy Plate's stats are those of mundane Superheavy Plate with +2 AR and +2 Stress Boxes (+7, 9 Stress boxes, Bulky, Fatiguing). It has two hearthstone settings.

Power Item Breakdown:

AR Increase (+2 Stress Boxes, +1 AR)

Potency Value: 3

Aspect Downgrade (Restricting(P) to Bulky)

Potency Value: 2 (Attunement, Free)

AR Increase (+1 AR)

Potency Increase: 2(Magic Material, Free)

Functions as superheavy plate

Potency Value: 3

Total: 3 (functions as superheavy plate) + 0 (Magic Material: AR Increase) + 0 (Attunement: Aspect Downgrade) + 3 (Highest Value) = 6

Greater Wonders (Weapons)[edit]

Greater Wonders (Weapons)[edit]

Greater Wonders (Armor)[edit]

Earthshaking Wonders[edit]

Host-Scattering Spear

Potency: 10

The Primordials had command of many a terrible Host, and there were times that a Solar Exalted was forced to face such a host without the help of their Dragon-Blooded Legions. This spear, capable of emitting a powerful burst of concussive essence in all directions, was created to aid a Solar in such a situation.

Effect: Host-Scattering Spear's mundane stats are those of a Long Spear with +1 WR (+5 WR) and the Large rather than Huge(P) Aspect. It enhances a Solar Exalt's Power Attack, Melee damage by +2, and grants the Power the Reach Modifier. In addition, it grants access to the Power Attack, Pulse Power with a +16 ExR and a radius of the wielder's Zone, and up to 2 Zones in every direction.

Power Item Breakdown:

Power Attack, Melee (Improved Weapon Rating, Reach; 2 AP) Potency Value: 2

Power Attack, Pulse (World-Class; 6 AP) Potency Value: 7

Aspect Downgrade (Huge (P) to Large) Potency Value: 2 (Attunement, Free)

WR Increase (+1 WR) Potency Increase: 2(Magic Material, Free)

Functions as a long spear Potency Increase: +0

Total: 0 (functions as long spear) + 0 (Magic Material: WR Increase) + 0 (Attunement: Aspect Downgrade) + 7 (Highest Value) + 2 (average of additional effects) + 1 (number of additional effects) = 10


See pages 299-340 of the SoF rulebook for more details on Equipment.


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