Difference between revisions of "GregLink/Artifacts"

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I was interested by the note in the Crimson Armor of the Unseen Assassin that noted if you wore it too long, you might get disassociated from your own fate. I thought "Hey, wouldn't that be a good thing to some people?". More to the point, the Vestments of the Viridian Agent allow a kind of 'secret identity' for the wearer, allowing all sorts of fun. For example, a circle of Bronze faction Sidereals could constantly have problems with a Gold faction agent of Jupiter, who, in fact, is actually a member of the circle. After all, the moment the power is activated, the other members of the circle will simply assume that she must have stepped out to go to the restroom when *bang*, the Gold faction Agent of Jupiter slams through the window. - [[GregLink]]
 
I was interested by the note in the Crimson Armor of the Unseen Assassin that noted if you wore it too long, you might get disassociated from your own fate. I thought "Hey, wouldn't that be a good thing to some people?". More to the point, the Vestments of the Viridian Agent allow a kind of 'secret identity' for the wearer, allowing all sorts of fun. For example, a circle of Bronze faction Sidereals could constantly have problems with a Gold faction agent of Jupiter, who, in fact, is actually a member of the circle. After all, the moment the power is activated, the other members of the circle will simply assume that she must have stepped out to go to the restroom when *bang*, the Gold faction Agent of Jupiter slams through the window. - [[GregLink]]
  
Very nifty idea. My only quibble (and it's a little quibble) is the lack of an attunement cost; from the scope of the artifact's effects, a committed value plus an extra sum for activation and deactivation are perhaps more in order. Also, does this allow a Sidereal to affect things as though he is outside of destiny? If so, this is at least Artifact 5, perhaps even N[[/A]]...[[DeathBySurfeit]]
+
Very nifty idea. My only quibble (and it's a little quibble) is the lack of an attunement cost; from the scope of the artifact's effects, a committed value plus an extra sum for activation and deactivation are perhaps more in order. Also, does this allow a Sidereal to affect things as though he is outside of destiny? If so, this is at least Artifact 5, perhaps even [[NGregLink/Artifacts/A]]...[[DeathBySurfeit]]
  
 
:Thanks for the catch. I forgot to specify both. Attunement is 5m, and in no way are you outside of destiny. That (as you note) would be ultra scary. Given the two notes I just made, am I under-costing it at Artifact 4, or should I bump it to 5? - [[GregLink]]
 
:Thanks for the catch. I forgot to specify both. Attunement is 5m, and in no way are you outside of destiny. That (as you note) would be ultra scary. Given the two notes I just made, am I under-costing it at Artifact 4, or should I bump it to 5? - [[GregLink]]

Revision as of 08:06, 5 April 2010

Vestments of the Viridian Agent

Vestments of the Viridian Agent

Artifact 4

Those in the employ of the Maiden of Battles often find it helpful to hide their existence until they're ready to strike, and as such, are known for their use of the Crimson Armor of the Unseen Assassin. This mobile protective suit enhances their senses, covers their traces, and allows them to operate behind enemy lines without anyone's knowledge. Not all of those in the Bureau of Destiny find such a tool useful, however. There are those for whom the Crimson Armor's ability to hide is but a child's toy, to whom secrecy is a way of life. Those people, operating under the employ of the Maiden of Secrets, have no need for such simple attempts at secrecy. Instead, these operatives wear the Vestments of the Viridian Agent, displaying for all their allegiance, while at the same time, always hiding their true identity.

This battle-suited garb, similar in cut and style to the Crimson Armor of the Unseen Assassin if not in hue, has absolutely no effect on stealth, hiding, or deception. It offers no additional senses or sight. No, its primary function is in no way an additive effect, instead a subtractive one. This garment, woven when the sign of the creator is in the college of the mask, and with the consent of the Maiden of Secrets, can completely separate the wearer from his own fate and identity, giving him the ability to say or do what he will without fear of personal repurcussion. While this power is active, he is completely, and in every way, indistinguishable from any other person that might be wearing the vestments. He leaves blurred fingerprints, onlookers have trouble remembering his height, build, or even the tone of his (or her) voice. Even means of recording or testing the agent fail, often in subtle ways, as the lesser gods and pattern spiders in the region shift their work to obscure the wearer's identity. Even the wearer's anima banner is altered, becoming a muted and shifting swirl of green light resembling the sigil of the Maiden of Secrets herself. This power extends even outside of the clothing, preventing onlookers from recognizing the agent's horse, signature weapon, or other such details. To activate or deactivate this effect costs 3 motes, which are not committed. If activated (or deactivated) when under observation, or when the rapid vanishing of a friend and her subsequent replacement by an agent of the Maiden of Secrets might arouse suspicion, fate itself is rewritten, ensuring that everyone will simply assume that the friend must have stepped out, just before the agent came rushing in. This ensures that even in a crowded room, it is possible for the agent to act boldly in Jupiter's name and then return to relative obscurity, and hence safety. This effect cannot be peirced without the use of charms, and even then, the investigator must have a higher Essence than the agent and completely succeed at discovering the agent's identity while this power is activated. Everytime the power is toggled, the fate of the agent is once again wiped to a blank slate, preventing lengthy investigations.

The vestments have other, lesser benefits as well, more suitable to a protective garment. The vestments provide a soak rating of 6L and 4B, with no mobility or fatigue penalty. They explicitly do not count as armor for the purposes of charms or martial arts styles that disallow the use of armor. In addition, for the cost of 1m, the wearer can reflexively change the appearance of the vestments to anything they like. Treat this effect mechanically identical to the "Omni-Modal Wardrobe Unit" from Exalted: The Autocthonians. Note that this prevents the Vestments from stacking with other, more traditional, armor. Committing to the vestments requires 5m. To prevent confusion, the author notes that the wearer of the vestments is in no way outside of destiny, merely shrouded by another, less specific destiny.

Comments

I was interested by the note in the Crimson Armor of the Unseen Assassin that noted if you wore it too long, you might get disassociated from your own fate. I thought "Hey, wouldn't that be a good thing to some people?". More to the point, the Vestments of the Viridian Agent allow a kind of 'secret identity' for the wearer, allowing all sorts of fun. For example, a circle of Bronze faction Sidereals could constantly have problems with a Gold faction agent of Jupiter, who, in fact, is actually a member of the circle. After all, the moment the power is activated, the other members of the circle will simply assume that she must have stepped out to go to the restroom when *bang*, the Gold faction Agent of Jupiter slams through the window. - GregLink

Very nifty idea. My only quibble (and it's a little quibble) is the lack of an attunement cost; from the scope of the artifact's effects, a committed value plus an extra sum for activation and deactivation are perhaps more in order. Also, does this allow a Sidereal to affect things as though he is outside of destiny? If so, this is at least Artifact 5, perhaps even NGregLink/Artifacts/A...DeathBySurfeit

Thanks for the catch. I forgot to specify both. Attunement is 5m, and in no way are you outside of destiny. That (as you note) would be ultra scary. Given the two notes I just made, am I under-costing it at Artifact 4, or should I bump it to 5? - GregLink

Torc of the Perfected Orichalcum Craftsman

Torc of the Perfected Orichalcum Craftsman

Artifact 5

With a grimace, the Solar harsly replied, "You know my prices Olivek. Why do you continue to pester me with requests for new toys when you still haven't paid me for the last ones I made you?"

Taken aback, the gaunt figure stammers out "But sir, I've already told you... there's been some cutbacks in my bureau recently, and the only chance I have to regain my former salary is if you help me out with another artifact. Can't you reconsider? Where am I supposed to get that amount of Ambrosia without access to Yu-Shan?"

With a wry smile, the hulking Solar slowly drawls out "Now now Olivek, don't worry yourself to death just yet. We might be able to work something out, but there'd be... terms. Yes, that's it, 'terms'. Since the biggest part of the construction we're talking about is my time, perhaps if you'd be willing to take on the brunt of the labor, and promise to serve as my assistant in future projects, I might be willing to help you."

"While I'm sure that's a sound plan, your eminence, I hesitate to agree to your terms. If I had the requisite skills for such a project, I wouldn't have come to you in the first place.", Olivek replied, wondering what the artificer could be getting at.

"But Olivek, don't you understand yet?", the Solar said, reaching into a bag by his side. Anything is possible with a little outside 'assistance'..."

The Torc of the Perfected Orichalcum Craftsman, a thick, segmented necklace, was originally crafted as a means of helping a first age Solar artificer find adequate help. Tired of spending his time constantly working on the projects of others, he felt that if he could only give them the ability to be useful, he'd both reduce the time he needed to spend on work, and give them an idea of exactly how much effort the toys they kept requisitioning took. The torc is constructed of hollowed Orichalcum segments, each about 1 cm square and 3mm thick, and from it hangs an ornate clasping mechanism covered in sigils representing intelligence and the act of Creation. While worn, the torc modifies the wearer's essence flows and even thought patterns, superimposing the memories of great artificers past. While this does not alter the wearer's personality, it does have a tendency to make her a much more suitable aide, and capable of constructing artifacts on her own. Mechanically, this provides a large number of interrelated bonuses, listed below:

  • +1 to Intelligence
  • An artificial +2 specialty of "Artifact Creation" applicable to all abilities.
  • +3 to the Craft (Anything) Ability while worn. In all respects, the wearer's Craft score is higher, including allowing her to meet charm requirements. If the torc is later removed, those charms become unusable until her she again meets the prerequisites.
  • +3 to the Lore Ability (details as above)
  • +3 to the Occult Ability (details as above)
  • A comprehensive knowledge of construction and creation processes, equivalent to having access to a reasonably large first age library.
  • The equivalent of years of experience at crafting artifacts, all at her fingertips. This reduces the difficulty of any rolls associated with artifact creation by two, to a minimum of one.
  • A knack for finding and purifying the materials used in artifact creation. While this has no mechanical benefit, the wearer of this torc will find it much easier to locate and retrieve deposits of the 5MM.

In addition to this superposition of knowledge, the torc has another, more subtle side effect. When worn for more than 24 hours, the torc's modification of the wearer's essence patterns begins to leech orichalcum into their system. Over the course of the next few days, the character's skin will become firmer, and more bronzed, and their irises take on flecks of gold. In practice, this slow transmutation into a partially metallic being isn't necessarily a bad thing, as it increases a number of attributes and provides physical protection against 'accidents', but it does come with some drawbacks.

  • +1 to all physical attributes and appearance
  • +2 to soak (as per the Orichalcum MM Armor bonus)
  • Can deal and parry lethal damage as if using a weapon, even if barehanded
  • While these bonuses are in effect, the character heals much more slowly, at a rate only one tenth as fast as normal.
  • Any charm effect that normally applies to 'inanimate objects' or 'unliving objects' now applies to the character as well.

The Torc of the Perfected Orichalcum Craftsman has a 4m commitment that increases to 6m after 24 hours of constantly wearing it. If taken unclasped before 24 hours have elapsed, the commitment remains at 4m, but none of the secondary benefits (or drawbacks) remain in effect.

Comments

As always, I worry that I over-power things, but at the same time, this meets the Savant and Sorceror definition of a lvl 5 artifact, as far as I know. - GregLink

Radiant Chakrams of Delerious Slumber

Artifact 3

Similar in design to a small gyroscopic chakram, if not in function, the Radiant Chakrams of Delerious Slumber are a pair of orichalcum discs, each 3 inches in diameter, set with a number of finger-shaped ridges for the purposes of gripping. Unlike the traditional bladed (or is it geared?) edges found on a gyroscopic chakram, the Radiant Chakrams of Delerious Slumber have nothing more than six inch-wide green jade stubs. When wielded by an unattunded wielder, or one unfamiliar with the operation of the Radiant Chakrams, these stubs are fairly ineffectual, doing only Str damage (B), and reducing the defensive bonus to only +1. An experienced wielder, however, can channel his essence through them, causing the center of the discs to spin faster and faster, generating a nearly invisible field of essence around the chakrams. Rippling and distorting the air, this field extends nearly 3 inches in each direction from the chakrams, and acts as the primary functional edge when wielded.

While one might expect that such a magically created working surface might be intended to harm, the designed intent was quite the opposite. The field is one of disruption, wreaking havoc with the essence patterns of the living things it touches, but causing little lasting damage. Against inanimate objects, which have no essence flows of their own, the damage is both more significant, and more lasting.

Just as a gyroscopic chakram, the Radiant Chakrams of Delerious Slumber can be wielded both as a thrown weapon, as well as a melee weapon, in a fashion similar to a Wind-Fire Wheel. Also, in a similar fashion, it tends to seek out its targets when thrown, arcing, diving and tracking for up to three rounds. Even though the Radiant Chakrams can remain in flight for up to three rounds, their flight is primarily away from the thrower, and towards the target. Once they've gotten close enough to get within range of contact, whether they hit or miss, they return to the thrower's hand, following the shortest open path possible. If no open path is possible, the chakrams skip through elsewhere to reach their destination.

The most exemplary part of a Radiant Chakram of Delerious Slumber, however, is the effect it has upon a living target. The wounds inflicted by a Radiant Chakram of Delerious Slumber are not of a physical nature, and heal in one hour each. Any target rendered incapacitated by such a Chakram has no worry about the damage 'rolling over' and causing lethal damage, and instead finds themselves knocked into the deepest sleep for the next hour. This sleep, far from peaceful, is filled with ethereal dreams, similar to reality, and yet, somehow different. Upon waking, those who have experienced this slumber find their memories slurred and jumbled, unable to remember any details about the previous two scenes. While the dreams might imply that they were bested in combat of a sort, they might just as equally indicate that they had a wonderful evening at a local bar, with just a bit much to drink. In the case of large groups of victims, this can lead to highly conflicting stories, with a given fang of men having entirely different tales to tell.

Radiant Chakrams of Delerious Slumber</b>

Artifact: 3
Commitment: 3m for the pair (2m for a single one - the rate drops to 2 for a single Radiant Chakram)

Melee (Power Combat)
Speed +2 Accuracy +1 Damage +2B(*) Defense +2 Rate 5
Requires: Dexterity 3, Martial Arts 3;

Thrown (Power Combat)
Accuracy +2 Damage +3B(*) Rate 5 Range 35(**)
Requires: Dexterity 3, Thrown 1;

(*) The weapon does an additional (Essence) in damage against inanimate objects, and the damage is piercing.
(**) Unlike traditional weapons, the Radiant Chakrams of Delerious Slumber have an onboard gyroscopic driver engine, allowing them to continue moving and seeking, even when other items would have fallen out of the sky. They will continue in the air for up to three rounds, moving their full range each round. The attack penalty for items reachable only in the second or third round of flight is equal to the penalty for a maximum range shot.

Commments

As always, comments = good.


Thought Become Form

Artifact 5

When considering the concept of "Artifact Weapon", many things can spring to mind. Daiklaves, Chakram, and Razor Claws, to say the least. Powerbows, Goremauls, and Serpent-Sting Staves. For a truly skilled warrior, all of these weapons are allies, and tools to be used - each for accomplishing slightly different goals. At the same time, carrying them all is a hindrance, both socially and physically. Even if one could carry them all, switching between as the situation demanded would be nigh impossible, as the proper tactics of combat can change in but a moment. For these reasons, and more, a Dawn-Caste craftsman devised Thought Become Form, a formless artifact made of gossamer, Orichalcum, and effort. Imbibed, rather than carried, Thought Become Form is a thick, viscous golden liquid that infuses the character's bloodstream with Orichalcum particles, each laced with the same magics involved in charms such as Glorious Solar Saber and Craftsman Needs No Tools. Once attuned to, Thought Become Form responds to it's wielder's thoughts and needs in but a moment, surging out through their pores and forming tools, weapons, and other constructs as necessary. Depending on the wielder's needs, these can be purely essence constructs, transparent and ethereal, or solid constructs with heft, weight, and (primarly golden, admittedly) color. Shifting at the speed of thought, opponents find the weapon shrinking as it slides past their parry, then extending into their vulnerable zones.

As the weapons and tools made by Thought Become Form are really constructs of thought, will, and essence, they do not require ammunition, able to make simple arrows, sling bullets, and other minor consumables trivially. As these consumables leave the primary construct, they will hold their shape as long as the wielder actively desires, and can be instantly reformed in the wielder's grasp for another throw in the blink of an eye. If formed into two (or more) long-lasting elements (such as a hammer and tongs, as opposed to a bow and arrow), these implements must remain within (Essence) feet of the character (or otherwise physically connected to them, as in the case of a climbing rope), or they will fade from existence within 4 ticks. This allows the character to make (and use) such things as surgical clamps, but not for, say, nails in a construction project.

Thought Become Form can also emulate non-combat objects, such as crafting tools, writing implements, and other such things. In these situations, assume that Thought Become Form acts as a set of First Age tools for the task at hand, and due to the wielder's ability to control these tools with their thoughts, adds 2 dice to any appropriate rolls. Note that while Thought Become Form can act as tools, it cannot easily act as consumables, and so while it might be able to act as a syringe and needle, such a needle must be filled with an appropriate substance for injecting.

Thought Become Form benefits from Orichalcum Magical Material bonuses when fully attuned, which are not factored into the below statistics.

<b>Thought Become Form</b>

Artifact: 5
Commitment: 9m

A rather complicated weapon mechanically, Thought Become Form is a weapon of infinite possibilities - changing from moment to moment, it responds to the wielder's needs and preferences. There are two methods of using this in combat - changing dynamically in the heat of the moment, from razor claws to serpent-sting staff in the blink of an eye and back again, or statically, choosing a preferred weapon shape for the next few seconds, and sticking with it. Both methods are detailed below.

If using it dynamically, the weapon uses 'averaged' statistics to represent it's characteristics as it changes. The statistics for the four primary modes of attack are shown below:
Archery: As per Glorious Golden Bow, with Spd 4, and infinite rate
Melee: Spd 4, Accuracy +3, Damage +8L, Defense +2, Rate: Infinite
Martial Arts: Spd 4, Accuracy +2, Damage +5L, Defense +3, Rate: Infinite
Thrown: Spd 4, Accuracy +1, Damage +4L, Range 50

In the second method of operation, the character may simply treat the weapon as having the form and statistics of any standard artifact weapon of rating 3 or lower, such as a Grand Daiklave, or Grimscythe. This can include such slightly less-than-common weapons, such as the Razor Claws from CB:N, which include launchable claws, or Mnemon's Artifact 3 Daiklave that poisons its opponents.

This artifact resonates especially well with the various weapon-creating charms of the Solar Exalted. If such a charm (such as Glorious Solar <Weapon>) is activated while this weapon is used, it need not make an additional weapon, and can instead augment Thought Become Form. When Thought Become Form is in the shape of the Essence-weapon, add half of the Essence-weapon's accuracy, damage, defense, and rate to that of Thought Become Form. Any special abilities of the conjured weapon also apply, such as might occur if the wielder has charms that further enhance their Glorious Solar <Weapon>. If the conjured weapon has a lower speed than Thought Become Form, use the lower of the two speeds.

Finally, as Thought Become Form is not a weapon in the purest sense, merely an extension of the wielder's will, it does not inhibit the use of martial arts styles or charms. The wielder's well-trained combat styles would not call for a DireLance during a Water-style strike, and so Thought Become Form will not become one. Instead, Thought Become Form might become a lance of energy in front of the character's strike, rending and destroying in a method entirely appropriate to the strike.

Commments

Very cool. However, this allows you to use a (basically) dire lance with Water-Style? Or any weapon (in the form of energy) with any strike? O.o ~Overshee

Well, my intent is to allow you to use only the "dynamic" stats of the weapon with an arbitrary MA style. You couldn't use a dire lance with the strike, but between blows, yeah, it could be a direlance... -- GreenLantern