Difference between revisions of "TheHoverpope/FourWindsHairs"

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<B><I>Four Wind Hairs</b></i><br>
 
<B><I>Four Wind Hairs</b></i><br>
 
<tt>Speed 5 Accuracy +3 Damage +2L Defense NA Rate 3 Range 15<br>
 
<tt>Speed 5 Accuracy +3 Damage +2L Defense NA Rate 3 Range 15<br>
Artifact <b>&bull;&bull;</b>; Requires: Dexterity <b>&bull;&bull;&bull;</b></tt>, Medicine <B>&bull;[[TheHoverpope/FourWindsHairs/B]]>
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Artifact <b>&bull;&bull;</b>; Requires: Dexterity <b>&bull;&bull;&bull;</b></tt>, Medicine <B>&bull;</B>
  
 
These acupuncture needles are fine threads of magical material which seem to thrum in hand with a hint of the ambient essence of the air surrounding them. The needles carry a whisper of essence back to their wielder, adding the user's essence in dice to any dodge DV against a target who has been struck by the needles within the scene. The user may spend one mote to return any number of the needles to hand. The needles come in sets of 10. <BR>  
 
These acupuncture needles are fine threads of magical material which seem to thrum in hand with a hint of the ambient essence of the air surrounding them. The needles carry a whisper of essence back to their wielder, adding the user's essence in dice to any dodge DV against a target who has been struck by the needles within the scene. The user may spend one mote to return any number of the needles to hand. The needles come in sets of 10. <BR>  
 
It is impossible to parry with these needles. They do not inflict wound penalties due to pain, but rather due to a slight realignment of the essence flows of their targets; any defense against wound penalties that comes from the ability to ignore pain, including spending a willpower point to do so, does not apply. Otherwise, their wound penalties behave normally. Wounds from this weapon run no risk of infection unless it there is a charm or substance that would cause disease applied. The weapon may be used with thrown or in melee range with the same stat line.
 
It is impossible to parry with these needles. They do not inflict wound penalties due to pain, but rather due to a slight realignment of the essence flows of their targets; any defense against wound penalties that comes from the ability to ignore pain, including spending a willpower point to do so, does not apply. Otherwise, their wound penalties behave normally. Wounds from this weapon run no risk of infection unless it there is a charm or substance that would cause disease applied. The weapon may be used with thrown or in melee range with the same stat line.

Latest revision as of 03:24, 9 June 2010

Second Edition

Four Wind Hairs</b>
Speed 5 Accuracy +3 Damage +2L Defense NA Rate 3 Range 15
Artifact <b>••</b>; Requires: Dexterity <b>•••</b>
, Medicine <B>•

These acupuncture needles are fine threads of magical material which seem to thrum in hand with a hint of the ambient essence of the air surrounding them. The needles carry a whisper of essence back to their wielder, adding the user's essence in dice to any dodge DV against a target who has been struck by the needles within the scene. The user may spend one mote to return any number of the needles to hand. The needles come in sets of 10.
It is impossible to parry with these needles. They do not inflict wound penalties due to pain, but rather due to a slight realignment of the essence flows of their targets; any defense against wound penalties that comes from the ability to ignore pain, including spending a willpower point to do so, does not apply. Otherwise, their wound penalties behave normally. Wounds from this weapon run no risk of infection unless it there is a charm or substance that would cause disease applied. The weapon may be used with thrown or in melee range with the same stat line.