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= Cael`Thal =
 
= Cael`Thal =

Revision as of 09:01, 3 April 2010

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Cael`Thal

the Legend of Galliwe, and the Blade of the Unconquered Sun

More details on this servant of the Unconquered Sun...and his eventual fate...later.

the Blade of the Unconquered Sun

The Blade itself is a long single-edged blade of brilliant orichalcum inlayed with Starmetal, catching the light of the sun in a resplendent corona during the day and glimmering the colors of the yellow, scarlet, and violet under the light of the stars. While the blade does not actually change in it's appearance, it almost seems to alter in length and form depending on the grip and combat style being utilized -- sometimes appearing as a short fighting blade while other times as a long fencing blade.

Cael`Thal
Artifact •••••
Orichalcum and Starmetal Daiklave
(with Brawl) Speed +4, Accuracy +3, Damage +6L, Defense +1, Rate 5
(with MA) Speed +3, Accuracy +3, Damage +4L, Defense +3, Rate 6
(with Melee) Speed +6, Accuracy +2, Damage +8L, Defense +1, Rate 4
(with Thrown) Accuracy +0, Damage +5L, Rate 1, Range 25
(minimums) S ****
Commitment: 10

Other Powers of Cael`Thal

  • Divine Tether. With a one time cost of 25 motes, the wielder of Cael`Thal forms a divine connection with Galliwe. This allows the God to communicate with the attuned wielder of the weapon, and use his charms on the Solar without penality. The Solar may reflexively donate motes to Galliwe at will, and shift up to half of all of his essence regeneration to the God. Due to his imprisonment, this is the only way that Galliwe can regain essence. The Solar regains no essence when his pools are at full (and so has nothing to send Galliwe).
  • Flexible Grip. Cael`Thal has a very flexible grip, it's spiritual essence altering itself depending on the way it is held and used in combat. This blade can be used with any of the following Dawn Abilities without difficulty: Brawl, Martial Arts, Melee, Thrown. When used with Martial Arts it is considered a normal martial arts weapon, and can still only be used unarmed with styles that allow swords as signature weapons. This includes any style that allows Hook Swords, Slashing Swords, or any kind of bladed weapon. Otherwise, it is generally compatible with all charms.
  • The Power of Virtue. These four powers are synchronized with the four Virtues beloved by the Unconquered Sun. Only a Solar can mastered all four; a Sidereal can master any two, while other Celestial Exalted (Abyssals, Lunars, Alchemicals) can learn any single power. The Exalt must have the requisite Virtue at 3 dots or higher.
    • Hand of Mercy (Compassion). This power costs 10 motes, and lasts for the scene. The character's castemark blazes for as long as this power is actuvated, burning through anything attempting to cover it. The character's weapon only inflicts bashing damage, but ignores any Armor (or Armor-like charms) that might boost the character's soak value. Anyone successfully damaged while this power is activated must make a Stamina + Endurance roll at a difficulty equal to the amount of damage inflicted (max of 5), or fall unconscious.
    • Glorious Form of the Sun (Conviction). This power costs 15 motes, and 2 willpower to invoke for the scene. When activated, the character's anima glows with the strength and purity of the Sun -- it is considered totemic, but the character's totem does not appear. Anyone trying to attack the character or defend against his attacks suffers a dice penality equal to his Essence rating due to the intensity of the light. Any weapon not made of the Five Magical Materials is burned into fire before it hits the Solar, rendering the Solar immune to all such attacks.
    • Blade of Justice (Temperance). This power costs 20 motes, and 3 willpower to invoke and has a duration of Indefinate. When activated, the character's castemark burns for the duration of the effect. A specific enemy of Heaven must be named when this power is invoked: this can be any individual named by a Celestial Censor or the Incarna, someone who has broken a particularly severe Eclipse Caste oath (ST's option), or anyone named by the Speaker of the Deliberative (a title that no longer exists in the Second Age). All attack and damage against this individual while the power is activated are considered perfect successes, with all dice coming up as a success.
    • Solar Smite (Valor). This power costs 10 motes, 1 willpower and lasts for one turn. The character's anima flares at the 8-10 level (even if he uses personal essence), and he strikes out with the fury and righteousness of the Unconquered Sun. The Exalt gains his Essence in automatic successes to a single attack against a Creature of Darkness (a demon, deathknight, etc.) If the attack hits, he can spend 5 motes reflexively to calculate damage as if the target did not defend against the attack.
  • Blade of the Sun. The Solar gains his Essence rating in dice to any action that is given to him by the Unconquered Sun, or that enjoys his blessing. This applies to all actions directly related to such blessings, but only to such actions.

Material's Bonus. If attuned to by a Solar or a Sidereal, the blade gains a +1 accuracy, and +1 damage. Neither type of Exalt need harmonize with the blade to gain this full bonus. Celestial Resonance. Any Dragon-Blooded who tries to attune to this blade takes his Essence in aggravated unsoakable damage every hour for as long as the blade is attuned to him.