Difference between revisions of "Fatewire/Eldmar"
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Well to be honest the ST let us off lightly with this one as being able to escape fate is in fact a level 5 power effect. if you think of all that is involved with it - no more sidereal astrology messing with the character, no curses or ambushes by the wyld hunt because they know where you will be and when will be a good time to attack (like when you have just had a major fight and are out of essence and willpower!), immunity to a number of sidereal charms that automatically fail when used on creatures that have been removed from fate etc. Plus it has got a reduced attunement cost - 5 as opposed to the 12 that the S&S suggests. As far as bonus and vulnerability goes, I have a few ideas (but now that the character is dead he won't be able to experiment). The method of constructing the artifact was given to us and the rough explanation as to what they did, but the exact specifics were withheld by the sidereal when we told him in no uncertain terms that he had a really bad attitude and that we had no intention of joining the Cult of the Illuminated. So the 2 characters that have one will have to find out in game....... story tellers and their secrets eh !?! [[Eldmar]] | Well to be honest the ST let us off lightly with this one as being able to escape fate is in fact a level 5 power effect. if you think of all that is involved with it - no more sidereal astrology messing with the character, no curses or ambushes by the wyld hunt because they know where you will be and when will be a good time to attack (like when you have just had a major fight and are out of essence and willpower!), immunity to a number of sidereal charms that automatically fail when used on creatures that have been removed from fate etc. Plus it has got a reduced attunement cost - 5 as opposed to the 12 that the S&S suggests. As far as bonus and vulnerability goes, I have a few ideas (but now that the character is dead he won't be able to experiment). The method of constructing the artifact was given to us and the rough explanation as to what they did, but the exact specifics were withheld by the sidereal when we told him in no uncertain terms that he had a really bad attitude and that we had no intention of joining the Cult of the Illuminated. So the 2 characters that have one will have to find out in game....... story tellers and their secrets eh !?! [[Eldmar]] | ||
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+ | :Being removed from fate is not a lvl 5 ability. It's a lvl 4 ability. Otherwise the crimson armor of the unseen assassin wouldn't do anything else. As it is, you can remove the fate removal from the <nowiki>CAotUA</nowiki> and it drops to a lvl 4. In addition: "Once attuned, an Exalt becomes immune to the effects of Astrology, they are <b>not</b> removed from fate, simply shielded from any Astrology based ability or charm" (emphasis mine). So if removal from fate is roughly a lvl 4 effect, this is far less useful. It does /not/ prevent most sidereal charms from kicking your ass, or protect you from anything /but/ astrology. Lvl 3 with a slightly lower commit cost is perhaps, about right. - [[Scrollreader]] <i>An appropriate lvl 4 artifact would be based off of astrology interruption method, at arti 4, work on you and on others, and slap the offending siddie with paradox.</i> |
Revision as of 16:58, 28 November 2005
Back to Artifacts/Eldmar
These wires were originaly designed by a Gold Faction Sidereal, the technique for making them was then passed onto Eldmar in an effort to gain the trust of the Solar circle of which Eldmar is a member. The items were greatfuly accepted, however the Sidereal's rather arogant attempts at manipulating the circle resulted in them sending him politely packing.
There are no stats as such for this item.
Discription. </b>
The Fate wire is constructed soley from Orichalcum, they are small - weighing slightly less than a pound. The wire is first crafted in a workshop in Creation, a process that takes one week per roll, per wire. The construction of the Artifact requires the craftman to have the following skill pre - requisites, and otherwise follows the standard rules for creating a Level 4 Artifact;
<b> Either Occult 4 OR Lore 5
AND Craft (5MM Artifacts) of 4.
Once the initial stages of construction have been completed (1 week per roll), the craftsman must then travel outside of Creation to either Yu Shan or to the Underworld, where the final stages of construction must be completed and the Wire 'tethered'(1 week per roll once work has comenced). Only then can the wire be returned to Creation and attuned to, at a cost of 5 motes (double if not solar).
Effects. </b>
Once attuned, an Exalt becomes immune to the effects of Astrology, they are not removed from fate, simply shielded from any Astrology based ability or charm by any being short of The Maidens, The Unconquered Sun, Gaia or Luna. This is identical to the effect that protects demons and the Malfeans.
<b> Comments</b>
Fatewire/Eldmar ? Wouldn't Eldmar/Fatewire make more sense?
-- Darloth
um yeah probably right... what do you think of the artifact though? Eldmar
Pretty cool... I'm not sure if it should be artifact 3 or 4, personally. I mean, it's powerful, but limited, and you need to attach it somewhere else... I'd put it at artifact 3, myself. I do like the way you need to tie it to some other place in particular, and I think perhaps if you have any inspiration, certain bonuses (and penalties, maybe 'vulnerabilities' to the fate immunity) should be attached to the choice of tether?
-- Darloth
Well to be honest the ST let us off lightly with this one as being able to escape fate is in fact a level 5 power effect. if you think of all that is involved with it - no more sidereal astrology messing with the character, no curses or ambushes by the wyld hunt because they know where you will be and when will be a good time to attack (like when you have just had a major fight and are out of essence and willpower!), immunity to a number of sidereal charms that automatically fail when used on creatures that have been removed from fate etc. Plus it has got a reduced attunement cost - 5 as opposed to the 12 that the S&S suggests. As far as bonus and vulnerability goes, I have a few ideas (but now that the character is dead he won't be able to experiment). The method of constructing the artifact was given to us and the rough explanation as to what they did, but the exact specifics were withheld by the sidereal when we told him in no uncertain terms that he had a really bad attitude and that we had no intention of joining the Cult of the Illuminated. So the 2 characters that have one will have to find out in game....... story tellers and their secrets eh !?! Eldmar
- Being removed from fate is not a lvl 5 ability. It's a lvl 4 ability. Otherwise the crimson armor of the unseen assassin wouldn't do anything else. As it is, you can remove the fate removal from the CAotUA and it drops to a lvl 4. In addition: "Once attuned, an Exalt becomes immune to the effects of Astrology, they are <b>not removed from fate, simply shielded from any Astrology based ability or charm" (emphasis mine). So if removal from fate is roughly a lvl 4 effect, this is far less useful. It does /not/ prevent most sidereal charms from kicking your ass, or protect you from anything /but/ astrology. Lvl 3 with a slightly lower commit cost is perhaps, about right. - Scrollreader An appropriate lvl 4 artifact would be based off of astrology interruption method, at arti 4, work on you and on others, and slap the offending siddie with paradox.