Difference between revisions of "InertialHammerOfTheIndomitableDragon"

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Artifact: 4<br>
 
Artifact: 4<br>
Statistics: +10 spd, +0 acc, +10L (P), +0 def, 3 Rate<br>
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Statistics: +7 spd, +1 acc, +6L, +0 def, 3 Rate<br>
 
Committment: 8 motes<br>
 
Committment: 8 motes<br>
 
Attunement: Special
 
Attunement: Special
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Anyone or anything hit by the Hammer suffers knockback of one yard per dice of presoak damage, as the Hammer sends them flying back from its path.
 
Anyone or anything hit by the Hammer suffers knockback of one yard per dice of presoak damage, as the Hammer sends them flying back from its path.
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The Hammer's incredible inertia transfers its energy through armor with ease.  All dice of lethal damage that are soaked by an opponent are applied as bashing damage.  These dice of bashing damage are only soakable by natural soak.
  
 
It is worth noting that due its abilities, the Hammer fully bypasses the soak on all objects, and that all damage that would normally be soaked by an object should be converted to bashing and then applied normally.  Objects also take full knockback.
 
It is worth noting that due its abilities, the Hammer fully bypasses the soak on all objects, and that all damage that would normally be soaked by an object should be converted to bashing and then applied normally.  Objects also take full knockback.
  
 
== Comments ==
 
== Comments ==

Revision as of 00:03, 18 November 2004

Inertial Hammer of the Indomitable Dragon - by Fifth

Artifact: 4
Statistics: +7 spd, +1 acc, +6L, +0 def, 3 Rate
Committment: 8 motes
Attunement: Special

The Inertial Hammer of the Indomitable Dragon is formed out of a solid, unworked chunk of white jade in rough shape of a giant maul. Enchanted with powerful magics in the first age by Twilight Solars as a gift to their Terrestrial brethren, the Hammer represents the ultimate might of the Earth Dragon.

System: The Hammer can be normally attuned by Earth-aspected Dragon-Blooded, and it can be attuned for double cost by Dragon-Blooded of other aspects and by Twilight caste Solars. Any other Exalts are completely incapable of attuning to the Hammer.

The Hammer's only power is that it is literally unstoppable. The Hammer cannot be stopped by any force in Creation, the Underworld, or Heaven. While it is being wielded, the Hammer has infinite inertia; nothing other than the hand of the Exalt who wields it can halt its path. This has the following mechanical effects:

The Hammer cannot be moved from its path while it is wielded; therefore, all attacks made by the Hammer are unparryable. It can be dodged normally. Heavenly Guardian Defense (and any other perfect parries that can explicitly parry unparriables) does prevent damage from occurring, but it does not stop the path of the Hammer; instead, the character using the perfect defense is "pushed" out of the way of the Hammer only as far as they need to be, but they take no damage and no knockback.

Anyone or anything hit by the Hammer suffers knockback of one yard per dice of presoak damage, as the Hammer sends them flying back from its path.

The Hammer's incredible inertia transfers its energy through armor with ease. All dice of lethal damage that are soaked by an opponent are applied as bashing damage. These dice of bashing damage are only soakable by natural soak.

It is worth noting that due its abilities, the Hammer fully bypasses the soak on all objects, and that all damage that would normally be soaked by an object should be converted to bashing and then applied normally. Objects also take full knockback.

Comments