This is all rough drafty and house rulesy, but use them if
you like 'em:

Part 1:

Barebones Artifact Armor Rules:

Soak Total/Commitment:

Lvl 1: 8/2
Lvl 2: 12/3
Lvl 3: 16/4
Lvl 4: 20/6
Lvl 5: 24/8

These points go into Lethal on a 1:1 basis, into Bashing on
a 1:2 basis.
At least 25% or 1/4 in either soak category.

Mobility Penalty/Fatigue:
Lvl 1: 0/0
Lvl 2: -1/0
Lvl 3: -1/1
Lvl 4: -2/1
Lvl 5: -2/2

Spend 2 soak to reduce either number by 1.

Increase either number for soak on a 1:2 basis, but no
more than 1
increase on either side for artifact 4-5, no more than 1
increase total
for artifact 1-3.

This would mean that a lvl 5 chain swathing would be:

L/B: 18/20
Mobility Penalty: -3
Fatigue Value: 3
Commitment: 8

These rules would mean that the following entries on the
chart would be
changed thus:

Artifact 3/Reinforced Breastplate (L/B): 11/9
Artifact 4/Articulated Plate (L/B): 13/14
Artifact 5/Superheavy Plate (L/B): 16/16

Part 2:

Artifact Weapon Rules:

These revisions assume that the baseline weapon in Exalted
is the Daiklave, and that weapons of rating 4-5 usually
have weird stuff to enhance their value.

Commitment:

Lvl 1: 3
Lvl 2: 5
Lvl 3: 8
Lvl 4: 10
Lvl 5: 12

Bonuses:

Level 1 Weapons (Goremaul): +6L Damage, Commitment 3

Level 2 Weapons (Daiklave): +8L, Commitment 5

Level 3 Weapons (Grand Daiklave): +10L, Commitment 8

These numbers assume weapons with 0 Speed, 0 Accuracy, 0
Defense, a minimum Strength or Dexterity requirement equal
to the artifact’s level. Adding an additional requirement
(Another Attribute, Brawl, Martial Arts, or Melee) adds +1
damage. The requirement is typically the artifact’s base
rating (1-3, before adding extra levels due to funky shit),
but can be as high as the rating + 2.

Increasing the Attribute requirement by 1 dot adds +1
damage. Decreasing the Attribute requirement by 1 dot
subtracts +1 damage.

Increasing the commitment cost by one artifact level adds
+1 damage. Decreasing the commitment cost by one artifact
level subtracts one damage (level 1 artifacts drop to 2
motes, 2 motes drop to 1, and 1 to none).

To give weapons Speed, Accuracy, and Defense bonuses,
reduce damage. Each point of damage reduction adds 2 points
that can be used elsewhere. To increase damage, reduce
other bonuses by 2 points per point of damage increase.
Points can also be shifted from Speed, Accuracy, or Defense
to one of the other two on a one for one basis.

Weapons that inflict Bashing damage add +1 damage.

Additional special abilities increase the artifact level
(and the appropriate commitment cost, but not the Attribute
minimum) according to the following:

Increase by one dot: Add one ability equal to the new level
or two equal to the artifact’s original level.

Increase by two dots: Add one ability equal to the new
level, or two equal to the artifact’s original level + 1.

A single power can be split into two powers one level lower
than the original – so an artifact of Level 5 can have two
level 4 abilities, or one level 4 ability and two level 3
abilities. Or, to be gratuitous, one level 4 ability, one
level 3 ability, one level 2 ability, and two level 1
abilities.

Use the guidelines in Book of Three Circles to determine
what’s appropriate at each level.

Core book Weapons:

Daiklaive
Speed +3
Accuracy +3
Damage +5
Defense +2
Artifact 2
Minimum Strength 3
Commitment 5

Goremaul
Speed +0
Accuracy +1
Damage +6
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*
Speed +4
Accuracy +2
Damage +4L
Defense +0
Artifact 2
Minimum Strength 1
Commitment 5

Dire Lance**
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
Special: Cannot parry lethal attacks without a stunt.

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. Base artifact level 1.
The Slayer Khatar does not receive modifiers for material
bonuses.
Subject: Heckate's Weapon Rules
jabberwock - 12/11/2002 15:35:10

Part 3:

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 hth traits
based on that.

As with brawl, melee, and martial arts weapons, thrown
weapons go up to three dots in terms of raw power level
absent any kewl powerz.

Most of the rules for construction for close combat weapons
apply to thrown weapons, with exceptions noted.

Level 1: +4 damage, range 20, rate 2; melee capability +4
damage
Level 2 + 6 damage, range 30, rate 2; melee capability +6
damage
Level 3: +8 damage, range 40, rate 2; melee capability +8
damage

Commitment:

Level 1: 1
Level 2: 2
Level 3: 3
Level 4: 4
Level 5: 5

Damage can be exchanged for Accuracy on a 1 for 2 basis,
for range on a 1 for 10 yards basis, or for Rate on a 2
damage for +1 Rate (max Rate 3). Melee capability can be
sacrificed for a +2 bonus to damage. Subtract 10 yards from
range to add +1 damage.

Thrown artifact weapons can have rates as high as five, but
this is a special artifact power above and beyond the
standard rate rules as above, and should be handled on a
case-by-case basis.

Thrown artifact weapons can be purchased as “returning” at
the cost of increasing their artifact rating (and thus
commitment cost) by one dot. 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 100 yards 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). This is nearly
verbatim from the “Lightning Torment Hatchet” description
in Exalted, page 345.

Thrown artifact weapons can be purchased in sets by
increasing the artifact rating by one. The number in the
set is equal to the weapon’s rate. The commitment cost for
the set is based on the new level, not on the cost per
weapon. Each additional dot adds another full “set.”

Both of the above options can be purchased, increasing the
artifact’s rating by two dots.

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

For hand-to-hand use of thrown weapons, use the material
bonuses as described on page 341.

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 2

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 1

Lightning Torment Hatchets
Accuracy +2
Damage +5L
Rate 2
Range 30
Artifact 5
Commitment 5
Special: See Exalted, pp 345-346. Lightning Torment
Hatchets are level 2 artifacts with the “set”
and “returning” rules applied. It costs 5 motes to commit
both. The 5th dot comes from the “Lightning Torment” power.
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

(possible consideration: level 5 actually costs *6* motes
to commit, which would bring the LTH further in-line with
the core rules.

by Hekate