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==Special Qualities== There are several categories of Qualities which will function a little differently from your 'basic' type of Qualities. They're listed below. ===Artifacts=== Artifacts are creations of magical power and potency. They can be weapons, armor, tools, automaton servants and a whole lot more. Many artifacts are still made today by the gods, Lunars, dragon-blooded and occasionally mortals but the most powerful artifacts were created by the Solars of the First Age. If you have an Artifact Quality it means you've somehow stumbled across or even created your own legendary tool. Most artifacts are crafted from one of the Five Magical Materials: ''Jade'' is the most common of the magical materials and comes in 5 colors: red (fire), blue (air), black (water), white (earth), and green (wood). Most artifacts, especially modern ones, are crafted from Jade. ''Orichalcum'' appears to be the purest gold but it is stronger than the finest mortal steel. ''Moonsilver'' is resilient but also incredibly flexible and almost fluid metal. ''Starmetal'' is a rainbow-hued metal forged from the bodies of executed gods and favored by Fate. ''Soulsteel'' is the metal of the underworld, forged from the souls of the dead and filled with their hatred and agony. Each material is associated with one of the Exalts and they can use artifacts of those materials more easily than others. ALL artifacts are incredibly rare and valuable tools and weapons that make mortal crafts look like tools. A single orichalchum sword could buy a small kingdom. There are no 'artifact shops' and each artifact is likely the result of years of work and most have a long, long history. The benefits and costs of Artifacts are as follows: *Artifacts let you ignore normal human limits. An artifact cloak might grant you the power of flight or it might wrap around you and shield you from Sorcery. An Artifact weapon inflicts far more terrible wounds than a mortal's ever could and artifact armor lets you shrug off equally mighty blows. *Artifacts must be attuned to be used. Attuning an artifact involves at least several hours of meditation, experimentation, or handling of the artifact. If you have not attuned an artifact it provides no benefit. In fact, many artifacts are impossible to use when unnattuned, only by infusing a sword with essence could an Exalt hope to lift the 5 foot long, solid gold blade, let alone fight with it. *Attunement costs Essence. By attuning an artifact an Exalt fills it with some of his personal essence, reducing his personal essence pool by the appropraite amount while the attunement lasts. Most artifacts demand MOD x2 motes, but exceptionally strong artifacts might demand more. *Artifacts all have their own quirks and histories. To represent this an artifact is given Aspects equal to it's MOD. These aspects may be used for or against the artifact's owner like normal but they do not count towards his maximum Fate Points. Aspects may cover the artifact's construction, it's shape, it's history, or anything else. ===Manses=== A Manse is a specially built structure using mystic archetechture to 'cap' the natural nodes of pure essence littered across the world. The manse channels and contains the natural power of such sites for the benefits of their owners. Manses must be attuned (but this costs no essence. A manse might be a huge tower, a stone fortress, an underground chamber, or a series of stone-hinge like monoliths. Whatever the form they all provide the following benefits: *When you are in an attuned Manse you regain MOD x5 motes every hour. This feature can be used by multiple Exalts. *A Manse always creates a huge gemstone, called a Hearthstone, which may be used to access some of the Manse's powers even when away. The Hearthstone must be set in an object made from the five magical materials or held next to the owner's skin to provide a benefit. It allows you to regain MOD x3 motes every hour. *A Manse typically has plenty of unusual features or abilities. These are represented by Aspects. The Manse has MOD x2 Aspects, while the Hearthstone has MOD Aspects. ===Followers, Allies, etc=== It is possible to 'purchase' minions or servants as Qualities. When you do so you should pick a category: 'followers', 'sidekicks', or 'allies/mentors'. Followers are large groups of individually weak mortals, perhaps a loyal army, mercenaries, or a cult who worships you. The quality mostly covers the sheer size of the group and any additional features they migth have. Sidekicks are allies who are always at your side. they might be a familiar, a favored steed, or a young servant. Sidekicks are often strong and helpful but will generally be less powerful than you are and are never stronger than a young Dragon-Blooded. Mentors or Allies are characters who are peers to your character, fellow solars or Lunars, powerful gods, or lesser elemental dragons (or mortals or dragon-blooded with a great deal of influence). Allies will help you but they are not followers and are not content to merely stick by your side and follow in your footsteps. Allies should be taken as Aspects, the more powerful they are the less likely they should be to have the time or ability to interfere directly in your affairs.
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