Difference between revisions of "ArtifactPowers"
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− | This page maintained and created by CrownedSun. | + | This page maintained and created by [[CrownedSun]]. |
= Artifact Powers = | = Artifact Powers = |
Revision as of 09:01, 3 April 2010
This page maintained and created by CrownedSun.
Contents
Artifact Powers
Weapons
One greater feature can be exchanged for two lesser features, if desired. Supreme Powers (not yet written) can be exchanged for two Greater Powers, or a Greater Power and two Lesser Power. You cannot generally trade /up/ (i.e., two lesser's isn't necessarily a greater). The final type of power is a Mesh Power, which is a collection of related Supreme Powers. These are generally held only for Unique artifacts. Unique artifacts, with their own powers listed, typically do not have extra powers.
Normal Daiklave, Reaver Daiklave: One Lesser Power.
Level 2, to Level 3: Two Greater powers, or one Supreme Power.
Grand Daiklave: One Lesser Power, and One Greater Power.
Lesser Powers
- Virtuous. The Daiklave is more than just a weapon; it resonates with the bearer's essence, attuned to his souls energies. Virtous Daiklaves are designed to channel such energy, reflecting some of the essential will of their wielders. Once per session, the bearer of a Daiklave with this power can channel a virtue without spending a willpower point. This is common among Orichalcum daiklaves.
- Forgiving. The Daiklave is always lightened with the essence and magic of it's wielder, but some Daiklaves are enhanced in other ways, reacting to their wielders movements instinctively in such a way as to make his tasks easier and more natural. The wielder of a Forgiving Daiklave may ignore up to 1 point of impairment (wound penalities, or any other kind of penality) to his Melee pool. This is common among Moonsilver daiklaves.
- Demolishing. The Daiklave is normally designed to clean through armor and flesh, but their utility in breaking out walls and tearing down stone walls is not to be underestimated. Some artificers purposely build their blades with capacity with such things, and the wielder of such a blade can add his Essence rating to the damage inflicted against an inanimate object. This is common among Jade daiklaves.
- Linked. The Daiklave is the chosen weapon of the Exalted, often carried by a warrior throughout many incarnations. Seldom does such a warrior part with his chosen weapon, and many seek weapons that are more than just attuned to them -- but weapons that resonate with their very being, and seek to always be with them. Any roll to keep or regain a Linked Daiklave has +3 bonus dice (this includes rolls to resist disarms, to fetch your weapon after losing it, etc.) This is common among Starmetal daiklaves.
- Intimidation. The Daiklave is not a subtle weapon; a huge sharp blade of the magical materials, magically lightened and graceful in the hands of the Exalted. All such blades are frightening to behold -- some, however, are more so than others. The wielder of an Intimidating Daiklave may add +2 bonus dice to a Presence roll based on intimidation if he is brandishing the blade. This is common among Soulsteel daiklaves.
Greater Powers
- Demon-Slaying. This Daiklave is especially blessed against Demons and the inhabitants of Malfaes. It glows gold when in the presence of demons, and inflicts an extra 6A damage soaked separately against such foes. Half-Demons only take 2A damage from the blade, and it does not alert the bearer to their presence. This blade can affect immaterial demons without the use of a charm, though it does not allow the user to see such immaterial demons without further aid. An alternative version of this blade works against ghosts and creatures of the Underworld. Most weapons with this power are Orichalcum or Starmetal.
- Cleaving. This Daiklave is specially balanced to cleave through masses of extras. Every attack with this weapon is treated as a separate attack against two different extras, that must be located reasonably close to each other. These attacks are resolved with only one roll, but must be parried separately by each combatant. This power has no effect against heroic or exalted opponents. This power is only available to Grand or Reaver Daiklaves, which are specifically designed to plow through their victims.
- Pure Materials, Melee. This Daiklave was constructed of much purer alloys of it's particular Magical Material than normal resulting in a greatly improved weapon with a more powerful resonance ability. The bonuses listed below vary by material used, and are only applied if the item is attuned and harmonized with the wearer's anima. Grand Daiklaves cannot take this power, as they require more Magical Materials due to their large size.
- Orichalcum. Orichalcum weapons are sublime and perfect, in every way, and replace their previous material bonus with the following net adjustments to the weapon's original stats: +2 accuracy, +1L damage, +2 defense, +1 rate
- Moonsilver. Moonsilver weapons are flowing and insidious, always finding the most efficient method to inflict damage on their targets. The soak of anyone hit by a Moonsilver weapon is reduced by 3, to a minimum of 0, for this individual attack.
- Jade. Blue Jade weapons become as light as a feather in the wind and subtract 1 die from multiple action penalities, White Jade weapons are more intune with Creation and lower their attunement costs by 2, Red Jade weapons char and burn the target inflicting an extra 2L damage that is soaked separately, Black Jade weapons cause bloody dripping wounds that add one to the difficulty of the Medicine roll to bandage and cannot be closed by will alone, Green Jade weapons infuse wounds with life energy and add two to the difficulty to resist infection.
- Starmetal. Starmetal weapons add one success to a damage roll that inflicts at least one level of damage. This does not affect minimum damage rolls, only rolls that penetrate soak, and it cannot result in a weapon doing more than it's rolled damage value.
- Soulsteel. Soulsteel weapons leave the victim feeling drained and tired, requiring a conviction roll (difficulty 1) to avoid loosing a single point of willpower on a successful hit.
- Throwing. This weapon can be used with the thrown skill, as a thrown weapon. It's stats remain unchanged when used in this way, except that it's Thrown rate is only 1 and it has a normal speed for a throwing weapon. The range is 25 yards for a normal or Reaver Daiklave, and only 10 yards for a Grand Daiklave. You throw this weapon with your Thrown ability, and it is compatible with all Thrown charms.