SabisHouseRules/ArtifactCreation
Contents
Artifacts:
- = all numerical values.
- I f you want to have an effect that mimics a charm, add the minimum attribute/ability requirements to the essence requirement and that will determine what level of effect it will be.
- Dice added to abilities are not counted for purposes of effects that calculate things based on your ability scores, as they do not add to the ability, they simply add dice.
- Dice added to an ability or attribute count towards the Die-Adder limit of charms.
- Artifacts are supposed to be special, personal, and part of the character. All artifacts must at least have a name/title, should be appropriate to the character, compliment their abilities, and have back story. To encourage this, additional powers may be awarded, or existing power enhanced on an item, for having appropriate back story. Back stories obviously derived simply for the purposes of enhancing a specific quality of an artifact may be ignored at the ST�s discretion.
- Form follows function: You cannot have a butter knife that does 9L damage, nor can you have a grand goremaul that have a positive speed bonus (without magical material bonus). Weapons should follow the general guideline that smaller weapons do less damage but are speedier and better at defense, larger weapons are slower and do more damage. (Except as noted in Rule #5)
Additional Rules:
Armor
Barebones Artifact Armor Rules:
Commitment | Creation Points | Mobility Penalty | Fatigue \\
Lvl 1: 2 | 10 | 0 | 0 \\ Lvl 2: 4 | 16 | -1 | 0 \\ Lvl 3: 6 | 22 | -1 | 1 \\ Lvl 4: 7 | 28 | -2 | 1 \\ Lvl 5: 8 | 34 | -2 | 2 \\
- Creation Points must be split evenly on Lethal and Bashing soak totals. You may then increase a side by one point to decrease the other value by one point. You may do this no more times than the level of the artifact. The total difference between your bashing and lethal soak may be no more than twice your artifact�s level.
- I.E.: You are creating level 3 artifact armor. You have 22 creation points, so that equals a 11 lethal and 11 bashing soak. You are a sensible person, and understand that most people are going to be using weapons that do lethal, so you want to increase your lethal soak. You choose to add 2 to your lethal soak, so now your armor has a 13L/9B soak. You could choose to raise it as high as 14L/8B, because it is a level 3 artifact, allowing you to make 3 changes.
- You may spend 3 Creation Points to reduce either Fatigue or Mobility by 1. You may increase either Fatigue or Mobility by 1 for 3 additional Creation points but may only increase one side by one point on a level 1-3 armor, or you may increase both sides by one point on a level 4 or 5 armor.
- I.E.: You want a bit more protection overall on your armor, so you choose to increase it�s MobilitySabisHouseRules/Fatigue from -1/1 to -1/-2. You choose to add 1 point to your lethal soak, and 2 to your Bashing soak resulting in armor with a 14L/11B soak.
- If you had chose to Max your lethal soak, to a 14L/8B originally, and wanted to continue to maximize your lethal soak, here is how the point spending would go: You would increase your lethal soak by 1, giving you a 15L/8B. since this is a 7 point difference, and on a level 3 you can only have up to a 6 point difference, you are forced to spend you next point into your bashing soak, giving you a 15L/9B. You could not increase your lethal soak again, because this would increase the difference beyond six, so your last point must be applied to your bashing soak, resulting in a suit of armor with a 15L/10B soak.
- Additional special abilities can be added to your armor by spending 4 creation points, plus an additional amount of points determined by your ST, depending on his/her determination of the power of your effect. These 4 points may be subtracted from lethal or bashing soak, but may not make the total difference between the two values greater than twice the artifacts level.
Normal Artifact Armors*:
Name Soak ([[LSabisHouseRules/B]]) Mobil Fatig Commit Artifact Articulated Plate 13/17 -2 -1 7 0000 Breastplate 6/4 0 0 2 0 Reinforced Breastplate 11/11 -1 -1 6 000 Reinforced Buff Jacket 7/9 -1 0 4 00 Superheavy Chain Swathing 18/20 -2 -3 8 00000 Superheavy Plate 17/17 -2 -2 8 00000
*Note: These replace the values for armors in the core book. The rules for custom armor creation should be used only when there isn�t already an example of an artifact version of normal armor, such as lamellar armor. If a character wants to have a standard armor with special abilities, reduce the total soak as normal.
Weapons
Melee Weapons
Commitment / Creation Points\\ Lvl 1: 3 / 12\\ Lvl 2: 5 / 16\\ Lvl 3: 8 / 20\\ Lvl 4: 11 / 24\\ Lvl 5: 14 / 28\\
Bonuses:
- These numbers assume weapons with 0 Speed, 0 Accuracy, 0 Damage, 0 Defense, and a minimum Strength or Dexterity requirement equal to the artifact�s level. Adding an additional requirement (Strength or Dexterity, whichever was not selected initially, and Brawl, Martial Arts, or Melee) adds 2 creation points. The requirement is equal to the artifact�s rating. You may reduce a requirement by 1 dot by spending one creation point.
- Increasing the commitment cost by 1 artifact level adds one creation point. Decreasing the commitment cost by 1 artifact level subtracts 1 creation point. (Level 1 artifacts drop to 2 motes, 2 motes drop to 1, and 1 to none).
- Weapons are assumed to be made out of a Magical Material, however, you may choose for them not to be. If you make weapons out of a non-magical material, add 1 creation point to your total.
- To raise your weapons stats beyond 0, you may spend creation points. Each point you spend increases the speed, accuracy, defends, or damage values of your weapon by one, up to a rating equal to the artifacts level. Increasing the rating beyond the artifacts level costs 2 points for each point of increase. You may reduce Speed, Accuracy, Defense, or Damage by an amount to add an equal amount to your total creation points. Weapons that inflict Bashing damage add +2 damage, this is the last modifier applied to the weapon.
- Additional special abilities can be added to your weapon by spending 4 creation points, plus an additional amount of points determined by your ST, depending on his/her determination of the power of your effect.
- Use the guidelines in Book of Three Circles to determine what�s appropriate at each level. Remember that, although these are magical weapons, they are still bound by anime physics laws, that is, you cannot have a butter knife that does +9L damage, without using a special ability, like it turning into a beam of light, to do so. Likewise, you cannot have a very large weapon, such as a Grand Goremaul, that has Speed and Defense values that are very high. It just doesn�t make sense. Use the altered core book weapons below as examples of what type of bonuses are appropriate. This is a game that�s all about the hero�s and their epic adventures, not just stories of some sorta cool people and their Uber Sword of Killing Everything. *Note: These apply before magical material bonuses. It�s hard to have a jade weapon that is slow, or a Starmetal weapon that isn�t highly damaging.
Revised Core book Weapons:
Daiklaive
- Speed +3
- Accuracy +3
- Damage +5L
- Defense +2
- Artifact 2
- Minimum Strength 3
- Commitment 5
Goremaul
- Speed +0
- Accuracy +1
- Damage +6L
- Defense +1
- Artifact 1
- Minimum Strength 2
- Commitment 3
Grand Daiklave
- Speed -3
- Accuracy +2
- Damage +11L
- Defense +1
- Artifact 3
- Minimum Strength 4
- Commitment 8
Serpent Sting Staff
- Speed +4
- Accuracy +0
- Damage +4L
- Defense +4
- Artifact 2
- Minimum Dexterity 4, Martial Arts 4
- Commitment 5
- Special: Attempts to trip or Disarm with the Serpent-Sting staff are at �1 Difficulty
Dire Lance (Spear Version)
- Speed +4
- Accuracy +2
- Damage +4L
- Defense +0
- Artifact 2
- Minimum Strength 1
- Commitment 5
Dire Lance (Lance Version)
- Speed +10
- Accuracy +2
- Damage +3L/+12L*
- Defense -2
- Artifact 2
- Minimum Strength 2
- Commitment 5
- Special: The +12L damage is for using the weapon in a charge, reflecting the quadrupled bonus a normal lance also receives.
Grimcleaver
- Speed +0
- Accuracy +2
- Damage +7L
- Defense +0
- Artifact 2
- Minimum Strength 2
- Commitment 5
Reaver Daiklave
- Speed +0
- Accuracy +2
- Damage +8L
- Defense +0
- Artifact 2
- Minimum Strength 3
- Commitment 5
Smashfist
- Speed +4
- Accuracy +1
- Damage +4L
- Defense +1
- Artifact 2
- Minimum Strength 2
- Commitment 3
Slayer Khatar
- Speed: +0
- Accuracy +0
- Damage +2L
- Defense +0
- Artifact 2
- Minimum Strength 1
- Commitment 0
- Special: Damage inflicted on inanimate objects is doubled. Commitment cost reduced four times.
Thrown Weapons:
Thrown weapons sometimes have two sets of traits � one for use in hand-to-hand, and one for use at range. What this means in practical terms is that the basis for a thrown weapon�s rating is its thrown traits, with its hand to hand traits based on that.
Most of the rules for construction for close combat weapons apply to thrown weapons, with exceptions noted.
Creation Points | Range | Rate | Creation Points\\
Level 1: 8 | 20 | 1 | 6\\ Level 2: 10 | 20 | 1 | 8\\ Level 3: 12 | 30 | 1 | 10\\ Level 4: 14 | 40 | 2 | 12\\ Level 5: 16 | 50 | 2 | 14\\
Commitment:\\ Level 1: 1\\ Level 2: 2\\ Level 3: 3\\ Level 4: 4\\ Level 5: 6\\
- Creation points may be spent on damage on a 1 point to 1 Damage basis, for Range on a 1 for 10 yards basis, for Accuracy on a 1 for 1 basis, or for Rate on a 1 points for 1 Rate, up to the artifacts level. Rate may be increased beyond the artifacts level, at a cost of two creation points for each 1 increase in rate. Melee capability can be added by spending 2 points. Use standard melee artifact creation rules for this. Accuracy, Range, and Rate can be reduced by 1, 10, or 1 for a +1 creation point bonus.
- Thrown artifact weapons can be purchased as �returning� at the cost of four creation points. Thrown weapons that �return� whirl back through the air at the end of the turn. However, this will not occur if their return is blocked or they travel more than 3 times their range from the wielder. In these cases, the wielder must recall them through Elsewhere as a reflexive action by spending a mote of essence. The weapons can be recalled until the invested Essence fades (about a day after they�ve last been touched).
- Thrown artifact weapons can be purchased in sets by spending 3 creation points. The number in the set is equal to the weapon�s rate. �Set� may be purchased multiple times.
- Additional special abilities can be added to your weapon by spending 3 creation points, plus an additional amount of points determined by your ST, depending on his/her determination of the power of your effect.
Material Bonus for thrown weapons:
Orichalcum: + 1 accuracy, +1 damage, +10 yards range.\\ Moonsilver: +1 accuracy, +20 yards range\\ Jade: +1 rate, +10 yards range\\ Starmetal: +2 damage\\ Soulsteel: +2 accuracy
Example Weapons
Whirling Fury (Chakram)
- Accuracy +2
- Damage +2L
- Rate 3
- Range 30
- Artifact 1
- Commitment 1
- No melee capability
Winged Edge (Hatchet)
- Accuracy +2
- Damage +6L
- Rate 2
- Range 20
- Artifact 2
- Commitment 2
Winged Edge (Hand-to-Hand)
- Speed +2
- Accuracy +2
- Damage +4L
- Defense +0
- Minimum Strength 2
Doom Spike (Javelin)
- Accuracy +4
- Damage +5L
- Rate 2
- Range 50
- Artifact 3
- Commitment 3
Doom Spike (Hand-to-Hand)
- Speed +2
- Accuracy +2
- Damage +4L
- Defense +2
- Minimum Strength 3
Skullcracker (Throwing Baton)
- Accuracy +2
- Damage +4B
- Rate 2
- Range 20
- Artifact 1
- Commitment 1
Skullcracker (Hand-to-Hand)
- Speed +1
- Accuracy +1
- Damage +3B
- Defense +2
- Minimum Strength 1
Stinging Wasp (Throwing Knife)
- Accuracy +4
- Damage +3
- Rate 3
- Range 30
- Artifact 2
- Commitment 2
Stinging Wasp (Hand-to-Hand)
- Speed +3
- Accuracy +3
- Damage +2L
- Defense +0
- Minimum Strength 2
Lightning Torment Hatchets
- Accuracy +2
- Damage +5L
- Rate 2
- Range 30
- Artifact 5
- Commitment 6
- Special: See Exalted, pp 345-346. Lightning Torment Hatchets are level 2 artifacts with the �set� and �returning� rules applied. It costs 6 motes total to commit both. Lightning Torment Hatchets do not receive modifiers for material bonus.
Lightning Torment Hatchets (Hand-to-Hand)
- Speed +4
- Accuracy +0
- Damage +4L
- Defense +0
- Minimum Strength 2
Custom Powerbows
Level Creation Points Range Rate Commitment 1 5 100 2 2 2 7 200 2 4 3 9 300 2 7 4 11 450 3 10 5 13 550 3 12
All weapons start with a base Damage and Accuracy of +0. Creation points may be spent on damage on a 1 point to 1 Damage basis, for Range on a 1 for 50 yards basis, for Accuracy on a 1 for 1 basis, or for Rate on a 1 points for +1 Rate, up to the artifacts level. Rate may be increased beyond the artifacts level, at a cost of two creation points for each 1 increase in rate. Power bows are assumed to have a strength minimum equal to its artifact level.
Additional special abilities can be added to your weapon by spending 2 creation points, plus an additional amount of points determined by your ST, depending on his/her determination of the power of your effect.
Sample Powerbows\\ Short Powerbow: Level 2: Acc. +2; Dam. +2; Rate 2; Range 250; Str. Min. 2; Com. 4\\ Long Powerbow: Level 3: Acc. +2; Dam. +4; Rate 3; Range 350; Str. Min. 3; Com. 7\\ Powerbow of Perfect Accuracy: Level 3: Acc +3, Dam. +3, Rate 2 Range 350; Min Str. 3, Com. 7.