Difference between revisions of "FrivYeti/WyldspanArtifacts"
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− | Back to [[FrivYeti/Wyldspan | the Wyldspan]] | + | Back to [[FrivYeti/Wyldspan|the Wyldspan]] |
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=== Emplacement Artifacts === | === Emplacement Artifacts === | ||
− | <b>Wyld Beacons (Artifact 000):</b> These powerful devices are the means by which the trade routes of Creation function. Lines of Beacons string the Span, helping trade ships travel between worlds. Of course, there are other worlds not on the trade lines, and it is them that offer the most challenge - and reward... | + | <b>Wyld Beacons (Artifact 00 or 000):</b> These powerful devices are the means by which the trade routes of Creation function. Lines of Beacons string the Span, helping trade ships travel between worlds. Of course, there are other worlds not on the trade lines, and it is them that offer the most challenge - and reward... |
− | Wyld Beacons come in two types: Perimeter Beacons and Route Beacons. Perimiter Beacons function only in the Borderlands and Middlemarches, adjoining areas of Creation, and only one can be placed in a given Waypoint. They draw on the power of manses and demesnes in order to help to stabilize the Wyld | + | Wyld Beacons come in two types: Perimeter Beacons (Artifact 3) and Route Beacons (Artifact 2). Perimiter Beacons function only in the Borderlands and Middlemarches, adjoining areas of Creation, and only one can be placed in a given Waypoint. They draw on the power of manses and demesnes in order to help to stabilize the Wyld. Perimeter Beacons halve the effect of Wyld Storms in their Waypoint(rounding down), sheltering the Waypoint in which they find themselves, as well as providing anchors for Route Beacons. |
− | Route Beacons can also only be placed one per Waypoint, and they generally work on mostly straight routes. A Route Beacon causes the Waypoint within it to behave as though it were a Middlemarch for all purposes, allowing ships with weaker grids to safely travel their trails. A single Perimeter Beacon can only support three Route Beacons, and multiple Perimeter Beacons linked together do not enhance this amount. Because of this, | + | Route Beacons can also only be placed one per Waypoint, on Deep Wyld or Pure Chaos waypoints, and they generally work on mostly straight routes. A Route Beacon causes the Waypoint within it to behave as though it were a Middlemarch for all purposes, allowing ships with weaker grids to safely travel their trails. A single Perimeter Beacon can only support three Route Beacons, and multiple Perimeter Beacons linked together do not enhance this amount. Because of this, very few locations more than eight Waypoints apart can have direct trade routes, requiring nearby small worlds to act as anchor points. |
Wyld Beacons are extremely sturdy, being encased in jade - only the most brutally powerful weapons can affect them at all. They have 40 Bashing / Lethal soak and Hardness (although they are vunerable to Piercing damage), and twenty Health Levels. Furthermore, damage is rolled against them, and they are immune to effects that target only objects unless they can damage objects made of the Five Magical Materials. If one is destroyed, any Beacons further out will lose power and cease functioning. Wyld Beacons are Repair 3. | Wyld Beacons are extremely sturdy, being encased in jade - only the most brutally powerful weapons can affect them at all. They have 40 Bashing / Lethal soak and Hardness (although they are vunerable to Piercing damage), and twenty Health Levels. Furthermore, damage is rolled against them, and they are immune to effects that target only objects unless they can damage objects made of the Five Magical Materials. If one is destroyed, any Beacons further out will lose power and cease functioning. Wyld Beacons are Repair 3. | ||
In addition to their other requirements, Wyld Beacons must be placed along the Dragon Lines connecting worlds, and geomancers carefully map these out when planning a new trade route. | In addition to their other requirements, Wyld Beacons must be placed along the Dragon Lines connecting worlds, and geomancers carefully map these out when planning a new trade route. |
Latest revision as of 15:18, 7 June 2010
Back to the Wyldspan
Equipment Of The Wyldspan
Communications Array And Network (Resources 00 or 000): The advance of technology regarding the Wyld led to the development of communications arrays, devices that allow communication at great distances. All Wyldfarers come equipped with a communications array, and nearly all ports have access to a communications network. Arrays are small single-ship devices that can connect to any one other ship in the same waypoint as the character, or to a communications network within a mile in Creation. Networks are specially constructed on the edges of a world, which allow hardwire communications through the area and broadcasts within range. Most communications arrays are able to send ‘pulse’ signals out over a range of 5 waypoints, which can be intercepted by any array or network and their direction and distance deciphered. Such signals are exclusively used as broadcasts for help, because the Wyld’s interference prevents them from sending definable pulses.
Wyld Suit (Resources 00): These simple suits allow the crew of a ship brief exposure to the dangers of the Wyld. Specialized talismans protect the wearer from the shifting chaos outside, allowing short trips outside the hull, or survival if the ship’s Grid is breached.
Suits provide no armour, and apply a –1 Mobility and Fatigue Penalty. However, a character wearing a suit has a full hour of protection from the Wyld before the suit’s defenses collapse and render it useless. In the Deep Wyld, this time is reduced to 30 minutes, and in the Pure Chaos it is still 30 minutes, but the character is affected as though in the Borderlands. More powerful suits (Resources 000) protect the wearer for six hours (three hours in the Deep Wyld). Wyld suits provide no protection against the Fair Folk’s shaping attacks, and if the character is successfully attacked, they are ruined and lose their power to function. Once a suit’s charge runs out, it must remain in Creation for a full day before being used again.
Armours Of The Wyldspan
Kamigaru Armor (Artifact 00): A simple artifact armor designed for wearing by mortals, Kamagaru battle armor is a special Wyld-response armor loosely based on the Ashigaru armor that is still used throughout the Span. Kamagaru armor is used only in the Scarlet Imperium; the New Realm sees no need to use expensive resources on mortal Wyld-warriors. Kamagaru armor requires 5 motes or 1 Willpower to be committed in order to function. If Willpower is committed, its wearers age one additional week for each season, exactly as per Ashigaru armor. Kamagaru armor has the following benefits:
Filtration Baffle:* Kamagaru armor provides a +2 bonus to Resistance rolls against poison or disease, and one hour of air.
Wyld Resilience:* Kamagaru armor allows its wearer to ignore any Wyld zone up to Deep Wyld, and to treat Pure Chaos as Borderlands. In addition, as long as the wearer is in the Wyld, they may use its primal energies to fly at their normal movement speeds.
Upkeep: Maintenance required for every 100 hours of operation. Every ten missed hours reduces the effect of Wyld Resilience by one level, or collapses the Filtration Baffles. Kamagaru Armor is Repair 2.
Soak: 6L and 6B, Hardness: 3L and 3B, Mobility -1, Fatigue 1, Attunement: 5m or 1w.
Note: Kamagaru Armor does not provide Magical Material bonuses.
Kamibushi Armor (Artifact 000): Designed by the greatest scholars of the Scarlet Imperium, Kamibushi armor is a full-body suit of lamellar armor crafted to withstand the deadly effects of the Wyld. Kamibushi armor is designed as the Exalted equivalent of the much less powerful Kamagaru armor, and is worn exclusively by skilled Imperium marine commanders. It sees occasional use outside the Imperium, but remains an Imperium symbol. Kamabushi Armor has the following benefits:
Filtration Baffle:* Kamagaru armor provides a +2 bonus to Resistance rolls against poison or disease, and one hour of air.
Wyld Resilience:* Kamagaru armor allows its wearer to ignore any Wyld zone up to Deep Wyld, and to treat Pure Chaos as Borderlands. In addition, as long as the wearer is in the Wyld, they may use its primal energies to fly at their normal movement speeds.
Sensory Augmentation Visor:* +2 dice to Awareness rolls, ignores all penalties to Awareness due to sensory distractions.
Boosted Movement:* Increase Move by 1 and Dash and Jump distance by 2.
Upkeep: Maintenance required for every 100 hours of operation. Every ten missed hours reduces the effect of Wyld Resilience by one level, or collapses another system marked with an asterix. Kamabushi Armor is Repair 3.
Soak: 8L and 7B, Hardness: 4L and 4B, Mobility -1, Fatigue 1, Attunement: 7m.
Emplacement Artifacts
Wyld Beacons (Artifact 00 or 000): These powerful devices are the means by which the trade routes of Creation function. Lines of Beacons string the Span, helping trade ships travel between worlds. Of course, there are other worlds not on the trade lines, and it is them that offer the most challenge - and reward...
Wyld Beacons come in two types: Perimeter Beacons (Artifact 3) and Route Beacons (Artifact 2). Perimiter Beacons function only in the Borderlands and Middlemarches, adjoining areas of Creation, and only one can be placed in a given Waypoint. They draw on the power of manses and demesnes in order to help to stabilize the Wyld. Perimeter Beacons halve the effect of Wyld Storms in their Waypoint(rounding down), sheltering the Waypoint in which they find themselves, as well as providing anchors for Route Beacons.
Route Beacons can also only be placed one per Waypoint, on Deep Wyld or Pure Chaos waypoints, and they generally work on mostly straight routes. A Route Beacon causes the Waypoint within it to behave as though it were a Middlemarch for all purposes, allowing ships with weaker grids to safely travel their trails. A single Perimeter Beacon can only support three Route Beacons, and multiple Perimeter Beacons linked together do not enhance this amount. Because of this, very few locations more than eight Waypoints apart can have direct trade routes, requiring nearby small worlds to act as anchor points.
Wyld Beacons are extremely sturdy, being encased in jade - only the most brutally powerful weapons can affect them at all. They have 40 Bashing / Lethal soak and Hardness (although they are vunerable to Piercing damage), and twenty Health Levels. Furthermore, damage is rolled against them, and they are immune to effects that target only objects unless they can damage objects made of the Five Magical Materials. If one is destroyed, any Beacons further out will lose power and cease functioning. Wyld Beacons are Repair 3.
In addition to their other requirements, Wyld Beacons must be placed along the Dragon Lines connecting worlds, and geomancers carefully map these out when planning a new trade route.