SoF Exalted/Artifacts

From RPGnet
Revision as of 14:20, 4 June 2011 by Naeolin (talk | contribs) (Example Artifacts)
Jump to: navigation, search

Artifacts and Items of Power

Hearthstones

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

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 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

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

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.


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 and Magical Material Bonuses

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).

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.

I'm really not sure about this last one, but I'm including it in here for the purposes of gathering second opinions.


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

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 5-8): 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)

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)

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 Ratingx2; 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)

Greater Wonders (Weapons)

Greater Wonders (Weapons)

Greater Wonders (Armor)

Earthshaking Wonders

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.


Back to Main Page