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Five Magical Materials
By GoldenCat, Greymane, Selina, FiatVictrix, willows, PassengerPigeon and David.
For most Weapons and Armor, there are three modes of attunement.
- First Circle attunement provides the benefits of Artifact weaponry: increased wieldiness and access to special abilities.
- Second Circle attunement gives the Exalt the benefits of the metal's lesser alchemy; for Exalted for whom it is a heritage metal, this costs the same as First Circle attunement. For other Exalted, an attunement roll is required and the attunement cost is doubled.
- Third Circle attunement provides the benefits of the greater alchemy; this is only accessible for Exalted of appropriate heritage, and requires an attunement roll and doubles the attunement cost. The instant attunement of Dawn and Dusk Castes sidesteps this limitation, however.
That is valid for most artifacts made to flow the most with the Magical Materials. Many, however, do not, and such Artifacts possess only First Circle attunement(like Warstriders and Dragon armor), or no actual bonuses granted for Second Circle attunement. The names below are those that a few savants use to refer to those materials, but their usual names are all still in effect.
Weapons
- Orichalque weapons excel at no one thing, but are superlative in all ways. Perfect.
- Lesser Alchemy:
- Melee: +1 Spd, +1 Acc, +1 Dam, +1 Def, +1 Rate
- Ranged: +1 Acc, +1 Dam, +50/+10yds Range
- Greater Alchemy:
- Weapons of Orichalque are pure perfection. When fully harmonized, they add one success to all the Solar's attacks, and allow the Solar to, a number of times in a scene equal to half their Essence(rounded up), channel a virtue through them not to add the Virtue in dice, but to make a Perfect action, offensive or defensive - an attack that will always hit, even if with one success after defenses, or a perfect, but not applicability-trumping, defense.
- Lesser Alchemy:
- Moonsilver weapons are protean, shifting to penetrate guards and protect their wielder with preternatural ease.
- Lesser Alchemy:
- Melee: +2 Acc, +2 Def
- Ranged: +1 Acc +100/20yds Range
- Greater Alchemy:
- Moonsilver is the metal of the Silver Lady, the Moon, ruler of the wyld, shifting like dream. Its Greater Alchemy allows it to function like the Lunar's Grace, allowing the Lunar to shape the Wyld, and a weapon of this Grace in Shaping Combat, with no change to its statistics. Most direct weapons will be weapons of, and a Sword Grace. Most weapons used in performance, such as fans and staves, will be weapons of, and a Cup Grace. Most blunt weapons will be weapons of, and a Staff Grace. And most ranged and martial arts weapons will be weapons of, and a Ring Grace.
- Lesser Alchemy:
- Starstone weapons are weapons of Fate, predetermined to strike the most lethal blows.
- Lesser Alchemy:
- All: +1 Acc, +3 Dam
- Greater Alchemy:
- Starmetal weapons are tools of Fate, of the Maiden's desires, those who weave the destiny of all things of Creation and look with wrath to the things outside of it. Fate is woven into the weapon, a shard of the Maiden's will against all that comes from outside their rich tapestry. When striking beings outside of Fate, the Sidereal lowers his Target Number for Damage Rolls by 2.
- Lesser Alchemy:
- Soulsteel weapons drain the warmth of its victims to fill the endless cold that exists within themselves.
- Lesser Alchemy:
- Melee: +2 Acc, drains (wielder's permanent Essence) in motes from target and consumes them on each damaging hit.
- Ranged: +2 Acc, +2 Dam only against Living Targets.
- Greater Alchemy:
- Soulsteel weapons are tools of destruction. They exist to feed the living to the Void, and its Greater Alchemy makes Soulsteel weapons infinitely more deadly. They double their raw damage against Mortals, and deal Heroic Damage against all enemies - all 10s rolled in damage roll count as two successes with those weapons.
- Lesser Alchemy:
- Jade weapons strike with the speed and power of a thunderbolt, avalanche or waterfall.
- Lesser Alchemy:
- Melee: +3 Spd, +1 Dam, +1 rate
- Ranged: +1 Rate +50/10yds Range
- Only the right Aspect of Dragon-Blooded to its color of Jade may draw forth its Greater Alchemy. Those are, respectively...
- Windjade is the metal of the Air Aspect.
- Greater Alchemy: Weapons of Air push their enemies back in powerful gusts! Those struck by the Blue Jade weapon increase the difficulty to resist knockback by the Exalt's Essence, and triple its distance. (being knocked back one yard per damage die, before soak.)
- Briarjade is the metal of the Wood Aspect.
- Greater Alchemy: Weapons of Wood preserve and draw upon life itself! The weapon may always do Bashing Damage if the Exalt prefers, with the blessed compassion of the Wood Dragon. On each successful hit on an enemy, they also steal a number of motes from their Essence Pool and transfer to the Exalt equal to its Base Artifact Rating(* for Smashfists, ** for Dire Lances, *** for Grand Daiklaves, regardless of extra powers that increase its Artifact Level!)
- Firejade is the metal of the Fire Aspect.
- Greater Alchemy: Weapons of fire move so fast that flame trails on their wake, channeling Exalt fire to incinerate all they touch! Firejade weapons double the Jade Speed bonus and allow Fire Aspects to apply the damage of their fiery anima upon striking foes as if they were unarmed
- Floodjade is the metal of the Water Aspect.
- Greater Alchemy: Weapons of Water increase the pressure of the blow exponentially! The weapon adds one attack success for every four attack dice. It may not add more successes than the Water Aspect's Permanent Essence rating.
- Mountainjade is the metal of the Earth Aspect.
- Greater Alchemy: Weapons of Earth thrive upon devastating blows, increasing their strength a thousandfold! The weapon adds one damage success for every three damage dice, after soak. It may not add more successes than the Water Aspect's Permanent Essence rating.
- Lesser Alchemy:
Armor
Artifact Armor is repriced.
Now both Breatplate and Buff Jackets are now Artifact *, both Reinforced Breatplate and Articulated Plate are now Artifact **, and Superheavy Plate is now artifact ***. That way, artifact armor will easily be able to be supplemented with extra abilities - which is most of the reason to take artifact armor to begin with, or should be. The increase in Fatigue and Mobility penalties make two tiers coexist in the same Artifact Level easily enough.
All Artifact Armors possess Hardness equal to half their Base Soak, rounded down.
Shields do not possess a Greater Alchemy.
- Orichalque is solid and Untouchable, a King above all earthly matters. Shields protect with the purest light!
- Lesser Alchemy:
- Armor: Adds +4 to Lethal and Bashing Soak, as well as Hardness.
- Shield: Creatures of Darkness need to make a Valor roll to attack the character, and do so at 2-dice penalty.
- Greater Alchemy:
- Orichalcum armor becomes perfect, becoming immune to piercing attacks and those that ignore armor soak or a shield's difficulty penalty. No effect will circumvent, lower or remove its protection of the Solar, in any possible way. This is a perfect effect.
- Lesser Alchemy:
- Moonsilver is living, liquid, flowing with its wearer's every movement, holding their wounds closed. Shields flow on the way of strikes!
- Lesser Alchemy:
- Armor: Ignores two points of Wound Penalties and all Mobility Penalty.
- Shield: Increases the Shield's difficulty for attacks from 2 to 3.
- Greater Alchemy:
- The Moonsilver armor becomes part of the Lunar, enhancing his might! The Lunar may divide a number of dots between his attributes equal to the Armor or Shield's Artifact Rating. Dexterity, Wits and Manipulation cost two dots per each dot enhancement.
- Lesser Alchemy:
- Starstone Weaves Fate to diminish the effects of even the harshest blows.
- Lesser Alchemy:
- All: Subtracts one success from damage rolls against the character. This can reduce the damage to 0.
- Greater Alchemy:
- Protects the Sidereal with a weave of Fate, magnifying his opponent's bad luck a thousandfold! Any attack aimed against the Sidereal loses one success for every 1 rolled on its attack roll. If it rolls more 1s than successes, the roll botches.
- Lesser Alchemy:
- Soulsteel protects the wearer with fear, heightened by the ammount of Soulsteel worked around the wearer...
- Lesser Alchemy:
- Armor: Adds difficulty to strike the character equal to the base rating of its type(thus, the highest is ***).
- Shield: All those that can feel fear receive a 2-dice penalty to attack the character.
- Greater Alchemy:
- To strike at the Abyssal is to have your own life drained away instead! When one successfully strikes at the Abyssal, one loses motes equal to the armor's base artifact rating. which replenish the Abyssal's own Essence reserves.
- Lesser Alchemy:
- Jade is solid, natural, harmonizing with the elements of the body, weighing nothing.
- Lesser Alchemy:
- Armor: Adds +3 to Lethal and Bashing Soak, and ignores Fatigue Value.
- Shield: Adds +3 Bashing and Lethal Soak.
- Greater Alchemy:
- Only the right Aspect of Dragon-Blooded to its color of Jade may draw forth its Greater Alchemy. Those are, respectively...
- Windjade is the metal of the Air Aspect.
- Greater Alchemy: Armor of Blue Jade makes the character free as the winds! It allows the Air Aspect to fly free in the wind, moving, ascending and descending at his normal movement speed. This speed is doubled by their Air Aspect Anima Power.
- Briarjade is the metal of the Wood Aspect.
- Greater Alchemy: Armor of Green Jade melds flesh, wood, and magical material together! The Wood Aspect becomes immune to all mundane poison and diseases, as well as powers that may drain their Essence Pools or Essence Rating, protected by the Magical Material lattice on their bodies.
- Firejade is the metal of the Fire Aspect.
- Greater Alchemy: Armor of Red Jade burns hot and bright! The Fire Aspect doubles the damage of his fiery Anima. Similar powers only stack the multiplier, a second multiplication making it x3, not x4.
- Floodjade is the metal of the Water Aspect.
- Greater Alchemy: Armor of Black Jade flows with the wearer and through blows! The Water Aspect ignores the Mobility Penalty of his Armor, and receives the armor's total Artifact Rating as an Enviromental Penalty to be enemy attacks, as the blows that come to them just... slide away in the water of the armor.
- Mountainjade is the metal of the Earth Aspect.
- Greater Alchemy: Armor of White Jade is hard like diamond! The Earth Aspect converts all Armor Soak into Hardness.
- Lesser Alchemy:
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