Difference between revisions of "Eniko/IzabellaPanoply"

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* ''Righteous Conviction:'' The Righteous Devil can burn his life if it means it will strike at his foe: he can spend 1 Health Level to create ammo where none exist, and further increase his damage at 3L added per Health Level thus spent.  
 
* ''Righteous Conviction:'' The Righteous Devil can burn his life if it means it will strike at his foe: he can spend 1 Health Level to create ammo where none exist, and further increase his damage at 3L added per Health Level thus spent.  
 
* ''Incorruptible:'' The one holding Devil King Cannon will always know if he is about to break a law of a country he is in or those of Heaven. He cannot be controlled to break the law through the use of any magic.
 
* ''Incorruptible:'' The one holding Devil King Cannon will always know if he is about to break a law of a country he is in or those of Heaven. He cannot be controlled to break the law through the use of any magic.
* ''Devil King Furnace:'' Collecting vials of especially-prepared alchemical wonders together the Devil can combine them on the barrel... and shoot Sorcerous constructs at his foes! Activating this ability and spending a total of three alchemical substances with a Resources cost of *** (For Terrestrial Circle) or four alchemical substances with a Resources cost of **** (For Celestial Circle) the Devil can shoot a Sorcerous spell as if it was a single shot. It is shot using Dexterity + Archery even if it used a different roll to hit (such as ''Death of Obsidian Butterflies'' which uses Perception + Occult) and can be comboed as if it was a Simple Archery Charm of Instant duration. The Combo will only be effective if using the Spell through this weapon or a similar effect however. Touch effects such as Blood of Boiling Oil strike as a normal shot of this gun and then deal their damage as a touch. Non-ritual summons strike like a shot from whence the summonned being breaks out to carry out its orders. The Sorcery retains its flare and incantations - which takes the form of a recitation of its alchemical ingredients.
+
* ''World Alchemy:'' If an Elemental Hearthstone is placed upon the Devil King Cannon it interacts with its alchemy in unique ways: The first of which is to give the benefit of its element's Dragon-Graced Weapon to shots fired while it remains socketed. The last is that it counts as an alchemical component for ''Devil King Furnace'' when activating a Spell whose thematics interlap - thus a hearthstone of birds or fire would count as a component for ''Flight of the Brilliant Raptor'', and one of Water as a component for ''Torrential Cascade''. Celestial Hearthstones give no such benefits to the attacks although they will still count as possible alchemical components for shooting spells.
 +
* ''Devil King Furnace:'' Collecting vials of especially-prepared alchemical wonders together the Devil can combine them on the barrel... and shoot Sorcerous constructs at his foes! Activating this ability and spending a total of three alchemical substances with a Resources cost of *** (For Terrestrial Circle) or four alchemical substances with a Resources cost of **** (For Celestial Circle) the Devil can shoot a Sorcerous spell as if it was a single shot. It is shot using Dexterity + Archery even if it used a different roll to hit (such as ''Death of Obsidian Butterflies'' which uses Perception + Occult) and can be comboed as if it was a Simple-Type Archery Charm of Instant duration and works like a Simple Charm in all respects. Loading the alchemical components requires a diceless dice-action for each - this is a loading action and can be obliviated by fast-loading charms. The Combo will only be effective if using the Spell through this weapon or a similar effect however - and the mote cost of the Sorcery must still be paid - although the Willpower cost is waived since the Terrestrial or Celestial Sorcery Charm is never used. Touch effects such as ''Blood of Burning Oil'' strike as a normal shot of this gun and then deal their damage as a touch. Non-ritual summons strike like a shot from whence the summonned being breaks out to carry out its orders. The Sorcery must be an instant affair - it must take immediate effect after being shaped and retains its flare and incantations - which takes the form of a recitation of its alchemical ingredients.
 +
 
 
Damage dealt to self with Righteous Conviction cannot be avoided in any way.
 
Damage dealt to self with Righteous Conviction cannot be avoided in any way.
  

Latest revision as of 22:30, 14 April 2010

Protean Panoply

Sorrowful Alms
Soulsteel Knife **
Commitment 3
Speed +3 Accuracy +4 Damage +4L Defense +1 Rate 6 Commitment 3 (Without Soulsteel Alchemy)
Sorrowful Alms is the name given by the large soulsteel knives used by the highest of the Chalcedony Chaplains of the Bishop of the Chalcedony Thurible and given to them upon achieving the rank of maester in the Thousand Scriptures Labyrinth. Although they are strong weapons their use is primarily ceremonial, used to cut heretics and burn their hearts to consign the incense to the Shining One. Those struck by the blade feel the touch of the souls within as a poison that seeks to incinerate the heart! They must suceed in a Stamina+Resistance roll difficulty 3 or suffer 5 unsoakable levels of lethal damage. Should they suceed, they suffer only one. As all other sorts of poison, it does not stack with earlier doses.


Sonpich Assassin Spirit
Soulsteel Grand Daiklave ***
Commitment 8
Two Hearthstone Settings
Speed +10 Accuracy +2 Damage +12L Defense -1 Rate 5 Commitment 6 (Without Soulsteel Alchemy)
The Black Diamond Halls of Sonpich holds some of the most infamous assassins in the lands of the Bishop of the Chalcedony Thurible. A hierarchy of assassins that stretches fourty generations all the way to the Contagion Survivors and whose rigid structure is dominated by the ghosts of clan founders and etiquette that takes more than a human lifetime to perfect they have rented their services far and wide... often to the church itself. Sonpich Assassin Spirit is one of four sacred blades of the family, an immense soulsteel blade that nevertheless appears to vanish in the night and strikes down with the power to rend one's life in an instant! Assassin Spirit gives no penalty for Stealth despite its size as long as the wielder can stay in the shadows and allows the wielder to automatically win Initiative on the first turn of combat; If more than one ability that automatically wins Initiative is used, then Initiative is rolled normally.



Kriemhild the Ninth
White Jade and Starmetal Mask ***
Commitment 4
One Hearthstone Setting
There have been thirteen Kriemhilds, Battle-Masks created by Thanatas Shyume before he donned the bone mask that would never leave his face. For before he was The Mentor of Death he was The Many-Faced End. Kriemhild the Ninth had a name once in a time of myriad masks of power, a name now lost to the mists of history, now requiring no more than its designation. Kriemhild the Ninth is a celebration of Conviction before the world. Worn by the Chaplain of Blue Wind to break an Winlandian Flock and protect their beachead of undeath, the Battle-Drama Mask Kriemhild the Ninth shifts itself to represent the very face of its wearer's conviction, mantaining constant only its star-filled eyes and white-and-red color scheme in metal and crystal, the space for a hearthstone open at the forehead by elaborate waving patterns like the manes of unseen lions. He who wears Kriemhild receives his Conviction in automatic successes rather than dice when channeling Conviction and an additional five dice to all attempts at mantaining your convictions or impressing them into another. In addition, it adds 3 points of natural Bashing and Lethal Soak.


Dusk Settler
Black Jade Handcannon ***
Commitment 5
One Hearthstone Setting
Accuracy +2 Damage +10L Rate 3 Range 100
Two Hundred Years ago Pale Captain Griwald was the baddest pirate in the White Sea. Hailing from the Northwest and nursed on tales of the Kaigani, riding a monstruous ship that dragged down and devoured enemy vessels, little could stop him. It was not until the Pale Captain fought Valencia Silverstar at the sack of Three Wings that he was sunk to the bottom of the ocean... from where he was dragged by the forces of the God he once believed in to once again commit holy piracy. Dusk Settler was the Pale Captain's favored weapon, a gift from the Pirate Queen of Gennubah Bay for the greatest pirate of its time with designs plucked out of Hanslanti Nightmares. Dusk Settler is a three-barreled handcannon whose dimensions are nothing short of impressive. The barrels run 110 centimeters alone, appearing old and craggy as if made from porous rock and coral covered in crags, bronze inlays still shining through when see in the light with the shapes of ever-moving tentacles. The stock runs almost 40 centimeters itself, holding the Pale Captain's seal in white jade at its end, the socket for a single hearthstone resting within it.

The wielder may shoot through Dusk Settler with the Archery Ability, paying 1 mote per shot, each shot fired by one of the barrels as it turns like a clock. Paying 10 motes instead the wielder may fire all of them at once, focusing on a single enemy for an undodgeable Rate 1 scattering blast or using it on scenery to clear a wide path(doing double raw damage against wide objects such as walls). Dusk Settler may also be loaded with alchemical ammunition, although firing it will still require 1-mote expenditures.


Malachai
Blue Jade Reaper Daiklave ****
Commitment 5
One Hearthstone Setting
Speed +12 Accuracy +4 Damage +5L(P) Defense +1 Rate 5 Commitment 5 (With Jade Alchemy)
Lady Sabrina walked into the north as a conqueror. As a Dynast, Scion of the Realm she was different and terrifying, and even the Terrestrials of the Treshold had to pay heed to her command of the Dragon's ire! Northern Dragon Malachar led the Winter Dagger Rebellion against the Scarlet Dominion and fell to earth under the power of Mnemon and her daughters, Sabrina among them. A Dragon who fell to earth and whose ever-freezing heart had been hammered for seven days and seven nights it was given to her daughter to venture into the North, by its very construction countaining the endless horizon of the Pole of Air constrained and shaped by the unyielding will of the Dragon-Blooded. With Malachai in hand Sabrina was a peerless warrior, and it took one to melt her heart, not break her blade, for her to turn away from her empire and make a home in the desolate north. Malachai's blade is curved and long, reaching far and appearing to fade at its edges. It beats. The metal, the Jade, it beats like a heart, the fading horizon of the blade shaking with each beat, moving with the flow of the north. Every beat a new wind blows, and every beat the weapon comes closer to its objective. A Hearthstone placed upon the sword will beat like a heart as well, in the same cadence. The handle is made of the Dragon's scales, and one has to be an Air-Aspected Dragon-Blooded or otherwise well used to the air of winter not to burn from its touch.

The wielder of Malachai tames the wind by her very presence. She is immune to the hazards of the North, be they frostbite, Wind Madness of the Frozen Fog. Her very presence calms the weather upon her Essence in Miles with a moment of concentration and the expenditure of 10 motes; Should adverse weather conditions be caused by supernatural will she receives a contested Essence roll with the weather's creator to attempt to dispell it.

However, her anger is felt when the blade is unsheathed, sending howls of incoming blizzards to all those close by! All enemies present when the blade is unsheathed must make a Stamina+Resistance roll difficulty 3 or suffer a -2 enviromental penalty to all physical actions and increase their Mobility Penalty and Fatigue by 1 due to the cold that chills to the bone. This power is not cumulative with itself. She may make an even stronger display by releasing the heart and flash-freezing everything within 10 yards of her with the expenditure of 10 motes; this cold deals the Daiklave's Piercing Damage + the rating of any Hearthstone set in it as Undodgeable, Unparriable lethal damage to all those caught within.


Devil King Cannon
Red Jade and Orichalcum Handcannon ****
Commitment 10
One Hearthstone Setting
Accuracy +3 Damage 15L Rate 2 Range 80
The Devil King Cannon is a frightening piece of craftsmanship. It is the length of a judge's forearm, barrel thick as a lawmaker's closed fist. Cast in Red Jade and etched with Orichalcum on places such as the handle as well as a hammer of pure golden metal in a particularly vicious red-gold hue that suggests the everburning flames of Heaven's Gallows. Only over the barrel and cast as its sight a crimson-hued Starmetal is used as a mark of the one who designed this particular gun - and only four small cilinders of Orichalcum-and-Starmetal jutting from its back all around the hammer and away from it are used as signs of its true purpose. Samael the Red Judge created this gun in a funeral pyre ignited for one of the greatest Celestial Censors to ever exist and stoked with the bones of the most vicious criminals he could find and the Sidereal himself stood within it manipulating the Magical Materials and burning in the pyre until the twin Devil King Cannons were complete. From the bones of demons and ghosts, from the wrath of heaven. The Devil King Cannon is a Firedust weapon that uses special alchemical ammunition to be fired, but when it is fired the result is obvious on the bodies of those it strikes: Samael's particular brand of justice, leaving gaping holes in the bodies of the wicked. The Cannon is also an alchemical laboratory of sorts - within its insides greater alchemies can be boiled into magical effects! Those were Samael's pride: to strike with all principles of the world at his foes.

  • Righteous Conviction: The Righteous Devil can burn his life if it means it will strike at his foe: he can spend 1 Health Level to create ammo where none exist, and further increase his damage at 3L added per Health Level thus spent.
  • Incorruptible: The one holding Devil King Cannon will always know if he is about to break a law of a country he is in or those of Heaven. He cannot be controlled to break the law through the use of any magic.
  • World Alchemy: If an Elemental Hearthstone is placed upon the Devil King Cannon it interacts with its alchemy in unique ways: The first of which is to give the benefit of its element's Dragon-Graced Weapon to shots fired while it remains socketed. The last is that it counts as an alchemical component for Devil King Furnace when activating a Spell whose thematics interlap - thus a hearthstone of birds or fire would count as a component for Flight of the Brilliant Raptor, and one of Water as a component for Torrential Cascade. Celestial Hearthstones give no such benefits to the attacks although they will still count as possible alchemical components for shooting spells.
  • Devil King Furnace: Collecting vials of especially-prepared alchemical wonders together the Devil can combine them on the barrel... and shoot Sorcerous constructs at his foes! Activating this ability and spending a total of three alchemical substances with a Resources cost of *** (For Terrestrial Circle) or four alchemical substances with a Resources cost of **** (For Celestial Circle) the Devil can shoot a Sorcerous spell as if it was a single shot. It is shot using Dexterity + Archery even if it used a different roll to hit (such as Death of Obsidian Butterflies which uses Perception + Occult) and can be comboed as if it was a Simple-Type Archery Charm of Instant duration and works like a Simple Charm in all respects. Loading the alchemical components requires a diceless dice-action for each - this is a loading action and can be obliviated by fast-loading charms. The Combo will only be effective if using the Spell through this weapon or a similar effect however - and the mote cost of the Sorcery must still be paid - although the Willpower cost is waived since the Terrestrial or Celestial Sorcery Charm is never used. Touch effects such as Blood of Burning Oil strike as a normal shot of this gun and then deal their damage as a touch. Non-ritual summons strike like a shot from whence the summonned being breaks out to carry out its orders. The Sorcery must be an instant affair - it must take immediate effect after being shaped and retains its flare and incantations - which takes the form of a recitation of its alchemical ingredients.

Damage dealt to self with Righteous Conviction cannot be avoided in any way.