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View Full Version : [Exalted 3e] Homebrew artifact 4 firewand/sword (aka gunblade) P.E.A.C.H.



ArchangelAzrael
2015-12-17, 02:40 PM
Hello everyone a friend of mine asked me to make him a medium melee weapon that was also a firewand ..so I tried to make one. He wanted the evocation to be more in favour of melee.
So for an artifact 4 he gets a medium daiklave amd a dragonwand rolled in one basically saving him 2 artifacts dots and the flurry penalty to switch... perhaps artifact 5 would be more appropriate?
when judging the evocation cost and effects please take into consideration that while some are good for melee (range attacks) it is so so for archery attacks, Fluff is not included since we are short on time but I will edit when I have it. So please critic and give constructive feedback! Thanks in advance.


Evocations of Anhyarmen the Flame of the South
If the Solar who wields Anhyarmen and is versed in both melee and archery, the blade offers +1 to Accuracy upon attunement. The weapon will form an instant Major Tie of loyalty to a Solar who takes it out of the darkness of the tomb to carry it into battle. If the wielder uses it as their favored weapon, polishes the blade bright and acknowledges it as a companion, the bond will continue to grow until it has a Defining Tie. At the Defining level, Anhyarmen is in perfect sync with the wielder negating the need for the Aim action . After three stories in which the Tie is Defining, Anhyarmen will swear loyalty to the wielder forever and nothing can break or lower the Tie, not even death. At this level the artifact will raise one rank to become artifact 5 unlocking the possibilities of additional evocations.


Sword and Flame Strike
Cost: 4m; Mins: Essence 1;
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisites: None
As Anhyarmen cuts the flesh it also unleash a fiery blast to incinerate its opponent. The first Evocation of Anhyarmen allows to supplement any melee attack (as long as the weapon is loaded) allowing to also unleash the firewands shot at the same time. When used in a withering attack it adds 4 extra damage dice pre-soak and if the attack deals at least 5 initiative damage causes the opponents attire to catch on fire (treat this as snake venom poison for the effects, characters immune to fire damage are immune to this effect as well). When used in a decisive attack against a target, it adds one automatic success to the damage roll. If the attack does at least three health levels of damage, the target catches on fire, and must contend with (Solar’s Essence) lethal dice of damage every turn until he’s able to extinguish himself.


Battle Feeding Flame
Cost: 2i; Mins: Essence 1
Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: Sword and Flame Strike
When the Anhyarmen successfully makes a withering melee attack that does at least 2 initiative damage, the user may reflexively activate this evocation to reload it, without needing to take a separate action. If there are any enemies at close range to her, she must succeed on a (Wits + Archery Arts) roll at difficulty 2 to successfully execute this Evocation. On a failed roll, she successfully loads the weapon, but loses 2 more initiative.

Special activation rules: Battle Feeding Flamecan be used to supplement a Join Battle roll, in which case it allows the user to reflexively aim and load and ready Anhyarmen before any character acts in the fight.

Special activation rules: Rather than being bought with Experience in order to awaken this Evocation, the Solar must first share a perfect moment of killing resolve with the daiklave—she must slay a significant opponent whose health track is undamaged in a single decisive attack.


Blazing Flame Slash
Cost: 2m+Special ; Mins: Essence 2
Type: Simple
Keywords: dual
Duration: Instant
Prerequisite Charms: Battle Feeding Flame
To Anhyarmen close and range combat holds no deference .This evocation allows Anhyarmen to make melee attack at long range as long as Anhyarmen is loaded by unleashing a fiery slash. This attack
is made with the Solar’s (Dexterity + Melee) and cost an extra essence mote for each difference there is between the user’s archery and melee rates. If the user’s archery and melee rates are equal this evocations grants an extra non-charm die to the attack roll.

Ignite the Blade
Cost: 1m per 1a ; Mins: Essence 3
Type: Reflexive
Keywords: Stackable
Duration: One scene
Prerequisite Charms: Blazing Flame Slash
The forth Evocation of the Brilliant Sentinel draws the light of the wearer’s anima into the heart of the weapon to feed its flame. This Evocation only functions if the Exalt’s anima is flaring at the glowing level or higher. For each mote the Exalt spends, she vents one display level of her anima into the armor, dimming her display by that much. The weapon can hold up to three levels of anima flare, and when it is filled to its maximum capacity, the weapon’s blade Ignites , inflicting a -3 penalty to stealth attempts. Each level of anima flare contained within the weapon increases by two the weapon’s damage and also reduce the cost of its previous evocations by 1 mote minimum 1. At any time, the Exalt may reflexively end Ignite the Blade, emptying the weapon of all anima flare and reinstating her anima at a level equal to the number of display levels that were contained in the weapon.

Special activation rules: As an alternative to being bought with Experience, Ignite the Blade can be acquired by placing a fire or solar hearthstone in the weapons gorget. In addition, once per scene,if she has a Solar-aspected or fire-aspected hearthstone placed in the weapons’s gorget, she may pay one mote to fill the weapon with one charge of anima even if her own is still dim.

Unleash the Flame of the South
Cost: 10m 1w; special ; Mins: Essence 3
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Ignite the Blade
Within the heart of Anhyarmen burns the very essence of the elemental pole of fire waiting to be unleashed. The final evocation that Anhyarmen has to offer before further development with its wielder is needed is frightening to say the least. In addition to the normal cost to use this evocation Anhyarmen must first be filled to the maximum capacity of anima display via Ignite the Blade and have a solar or a fire aspect hearthstone socked in. Then upon activation it unleashes the accumulate might in a fiery plasma beam , emptying the weapon of all anima flare (without reinstalling the anima display to the user). The fiery Plasma beam pierces through scenery andincinerating those who stand in its path. Only the strongest magical substances are immune to the melting and piercing power of this attack. The wielder rolls melee or archery (whichever is higher) + dexterity as a decisive attack roll, adding 3 automatic successes. The attack strikes all enemies in a line out to long range from her. Mundane weapons cannot parry the attack and are immediately destroyed upon such an attempt. Any enemy that takes 3+ levels of damage fromthe Death Ray is blown back one range band and falls prone. The wielder cannot reuse this evocation for the scene unless he use a water-aspect hearthstone on the socket to cool the weapon for 5 turns without using any of the other evocations . The weapon has one socket and it needs two miscellaneous actions to exchange the current hearthstone with another one (one to remove and one to equip).