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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. |
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Subject: Heckate's
Weapon Rules jabberwock - 12/11/2002 15:35:10 Part 3: |