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Latest revision as of 15:54, 22 September 2015
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the Twin Orichalcum Blades, Righteousness and Justice
Of all the Blades ever crafted by Krannon Golden-Armed, Justice and Righteousness were among his most precious and beautiful designs, designed for the Zenith Caste Exalt Zhakain Sunfire. Razor-edged Orichalcum Hooked Daiklaves, each a work of art in and of themselves. The Blade Righteousness a glorious golden sheened blade that seems to burn brighter with the purity of the subjects soul, etched with proverbs of the faith of the Unconquered Sun and an edge as sharp as any Daiklave. The Blade Justice is a hair shorter, it's blade forged a bit more evenly of Orichalcum and Steel alloy but still shining golden in the light of the Sun -- a single saying runs along the center of the blade, in the tounge of the Old Realm, "You cannot hide from Justice, the Light of the Zenith Sun sees all and penetrates all deceptions."
Carried by Zhakain for most of the First Age, the Blades feature a prominent part of many of his adventures throughout the Threshold states on the Edge of the Realm. The Sunfire fought Demons, Behemoths, other Exalts and common brigands with the blade -- most of them falling before his blade, though he spared those who he felt could repent. A fair amount of the Old Zenith's essence soaked into them over the centuries of their use, as well, leaving a lasting mark on the Artifact. The Blades remember most of the Martial Arts magics and manuevers that were known to it's former wielder, making them an even more potent weapon in the hands of a Martial Artist who studies the same styles as Zhakain mastered in the First Age.
The fate of the Blades after the death of Zhakain is unknown. It is sure that his life-long friend, Kimi Chak, took the blades but what she then did with them has been lost to the legends of even the most learned. Most suspect that they remain in the grave where the Zenith was buried, but even the location of that monument is lost to time and the passing of the Age.
Righteousness Artifact •••• Orichalcum Hooked Daiklave (statistics) Speed +6, Accuracy +1, Damage +5L, Defense +4, Rate 5 (minimums) S **, D ***, MA *** Commitment: 5
Other powers of the Blade, Righteousness:
Martial. 'Righteousness' can be used with any Martial Arts Charm as if it was an unarmed attack, even charms that normally do not allow the use of weapons or do not allow hook swords as a favored weapon. This bonus is only gained if the weapon is commited and wielded together with it's sister-blade, Justice. This power only works with Martial Arts styles that the First Age Zenith, Zhakain, knew and used in his long life.
Soul-Tempered Blade. 'Righteousness' adds the characters Conviction virtue to it's base damage rating, causing the blade to inflict more damage in the hands of the resolute and sure-willed.
Virtue-channeling. Much like other 'Virtue Blades', Righteousness allows the wielder to channel her highest virtue in appropriate circumstances without spending a willpower point. The Exalt is still limited in how many times per story he can channel his virtue, however.
Corona of Sure Light. The Exalt spends 5 motes to activate this power, which surrounds the blade in a sure unwavering white light. It casts about as much light as a torch, and increases the difficulty to parry the weapons blows by +1. The wielder gains +4 dice to any Virtue or Willpower roll while the light touches his skin.
Justice Artifact ••• Orichalcum Hooked Daiklave (statistics) Speed +6, Accuracy +1, Damage +5L, Defense +4, Rate 5 (minimums) S **, D ***, MA *** Commitment: 4
Other powers of the Blade, Justice:
Martial. 'Justice' can be used with any Martial Arts Charm as if it was an unarmed attack, even charms that normally do not allow the use of weapons or do not allow hook swords as a favored weapon. This bonus is only gained if the weapon is commited and wielded together with it's sister-blade, Righteousness. This power only works with Martial Arts styles that the First Age Zenith, Zhakain, knew and used in his long life.
Eye of the Just. The Exalt wielding 'Justice' gains +3 dice to any Perception roll dealing with guilt and injustice, even indirectly. This power costs 1 mote every time it is invoked, but should not be used to drain the character of Essence.
Off-Handed Weapon. 3 motes of essence can be commited to 'Justice' as a reflexive (non-charm) action. For as long as the essence is commited, the wielder gains an additional action with the blade as long as she is also wielding 'Righteousness' with her main (dice) action. This additional action cannot be split, or used with Extra Action charms. It does not prohibit the use of Split Dicepools or Extra Action charms with wielders main action however, and any other charms that the Exalt used with Righteousness can also be used with Justice (though the price must be paid separate for both).
...and then there was Truth
The Hearthstone which Fox earned in the Spirit Cave, which is socketed in Justice.
Level 3 Solar-aspected Hearthstone Trigger: Speaking Usage Limit: Once per day
"Truth" allows the bearer to speak one truthful thing per day. This can either be something that he knows to be true, or a bit of wisdom unbidden that comes to her lips. In the first case, he adds three automatic successes on any social roll to convince others that he is telling the truth. In order to use this aspect of the power, what the character is communicating must actually be true. In the second case, what the character actually says is up to the Storyteller, but is always strictly truthful and has some bearing on the situation. It will also make some sense within the context of the conversation to date (though it might be a little confusing or unexpected, it won't be completely out of left field). If not used in the context of a larger situation, the character just speaks some random truthful fact that may or may not be useful.
Truth appears as a clear diamond that occasionally shines with inner light. It is very beautiful, and it's appearance calming.