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		<id>http://exalted.xi.co.nz/w/index.php?action=history&amp;feed=atom&amp;title=Szilard%2FArtifactWeaponsAndArmor</id>
		<title>Szilard/ArtifactWeaponsAndArmor - Revision history</title>
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		<updated>2026-04-10T15:09:36Z</updated>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Szilard/ArtifactWeaponsAndArmor&amp;diff=36355&amp;oldid=prev</id>
		<title>Szilard: *</title>
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				<updated>2004-07-04T19:59:42Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;artifact weapons and armor - alternate rules and ratings&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt; ===&lt;br /&gt;
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These are some musings off the top of my head, due to frustrations with the artifact rating system (even after &amp;lt;i&amp;gt;Savant &amp;amp; Sorcerer&amp;lt;/i&amp;gt;). I don't know how they'd work out as I haven't statted Artifacts with them yet for comparison to canon Artifacts. This should have the added bonus of making basic Artifact weapons a bit less generic. &lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Artifact &amp;amp;bull;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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Level one artifact weapons are standard size and do not, as a rule, have Hearthstone settings. To calculate their statistics, take the base statistics of a non-magical weapon of the appropriate type, add the standard bonuses for an exceptional weapon (three +1 modifiers to statistics, one of which may be spent on a Hearthstone setting), and add the magical material bonus. If a base weapon of that type costs more than Resources 3, add one to the Artifact Rating.&lt;br /&gt;
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Level one artifact armors do not generally have Hearthstone settings. To calculate their statistics, take the base statistics of non-magical armor, add the standard bonuses for an exceptional armor (two +1 modifiers to statistics, one of which may be spent on a Hearthstone setting), and add the magical material bonus. If a base suit of armor of that type costs more than Resources 3, add one to the Artifact Rating.&lt;br /&gt;
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These artifacts may have a single minor effect, often cosmetic in nature. Adding such an effect adds a single mote to the committment cost.&lt;br /&gt;
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The base committment of Artifact &amp;amp;bull; weapons and armor is 2 motes.&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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Level two artifact weapons are larger than standard size and generally have a single Hearthstone setting. To calculate their statistics, take the base statistics of a non-magical weapon of the appropriate type, add two to Speed, add one to Damage, add the standard bonuses for an exceptional weapon (three +1 modifiers to statistics, one of which may be spent on an additional Hearthstone setting), and add the magical material bonus. If a base weapon of that type costs more than Resources 3, add one to the Artifact Rating.&lt;br /&gt;
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Level two artifact armors generally have a single Hearthstone setting. To calculate their statistics, take the base statistics of non-magical armor, add one to both the Lethal and Bashing soak, subtract one from Mobility, add the standard bonuses for an exceptional armor (two +1 modifiers to statistics, one of which may be spent on an additional Hearthstone setting), and add the magical material bonus. If a base suit of armor of that type costs more than Resources 3, add one to the Artifact Rating.&lt;br /&gt;
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These artifacts may have a single minor, but useful effect. A weapon may, for instance, be more concealable than a normal weapon of its type and size, or a thrown weapon may be able to return to the user's hand upon the expenditure of Essence (perhaps a point of Essence per two points of base damage of the weapon, rounded up). Adding such an effect adds a single mote to the commitment cost of the weapon. In no case should this effect be more powerful than an Essence 1 Solar Charm with no prerequisites.&lt;br /&gt;
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The base committment of Artifact &amp;amp;bull;&amp;amp;bull; weapons and armor is 5 motes. This may be increased to up to 6 motes by adding a single +1 modifier, or decreased to 4 motes by subtracting one such modifier.&lt;br /&gt;
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&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Artifact &amp;amp;bull;&amp;amp;bull;&amp;amp;bull;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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Level three artifact weapons are typically similar in size to level two artifacts and generally have a single Hearthstone setting. To calculate their statistics, take the base statistics of a non-magical weapon of the appropriate type, add two to Speed, add one to Damage, and add additional bonuses (five +1 modifiers to statistics which may be stacked up to +2, one of which may be spent on an additional Hearthstone setting), and add the magical material bonus. If a base weapon of that type costs more than Resources 4, add one to the Artifact Rating.&lt;br /&gt;
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Level three artifact armors generally have a single Hearthstone setting. To calculate their statistics, take the base statistics of non-magical armor, add one to both the Lethal and Bashing soak, subtract one from both Fatigue and Mobility, add additional bonuses (three +1 modifiers to statistics two of which may be stacked, one of which may be spent on an additional Hearthstone setting), and add the magical material bonus. If a base suit of armor of that type costs more than Resources 4, add one to the Artifact Rating.&lt;br /&gt;
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Level three artifact weapons and armors also gain an additional power which may be traded for four +1 modifiers to statistics. Such a power is usually equivalent in power to a Solar Charm with a minimum Essence of no more than 2, and no more than three prerequisite Charms. Such a power generally affects only the user of the artifact or a single target. Two weaker powers (equivalent to Essence 1 Charms with no more than one prerequisite, typically affecting only the user) may be substituted for such a power. Similarly, a +2 bonus to an attribute may be substituted for such a power.&lt;br /&gt;
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The base committment of an Artifact &amp;amp;bull;&amp;amp;bull;&amp;amp;bull; weapons and armor is 10 motes. This may be increased to up to 13 motes by adding a single +1 modifier per mote, or decreased to 7 motes by subtracting such modifiers (where the additional power is considerd to be four +1 modifiers).&lt;br /&gt;
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=== &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;comments&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; ====&lt;/div&gt;</summary>
		<author><name>Szilard</name></author>	</entry>

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