Artifacts/TelgarArtifact3
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Level 3
- A convertable ship which can travel upon the waves and through the sky.
Ice Spitter
- Used primarily in the North and West, Ice Spitters are ranged weapons that often take the form of fish, serpents or dragons. Air is drawn into a chamber constructed of Blue Jade from the creature's gills and placed under intense pressure. When the Ice Spitter is triggered, the air rushes through a resorvoir full of whatever liquid the owner chooses to fill it with. A small amount of the liquid is frozen and propelled out of the Ice Spitter in the form of a high-speed ice needle. These needles have the normal properties of whatever liquid was used to make them as well as inflicting painful wounds when they strike.
- Ice Spitter : Acc +3 | Damage +2L P | Rate 4 | Range 30 | Committment 4
Lithic Scarab
- Though the actual form of this Artifact is meaningless they were most often made of White Jade and crafted in the shape of small stone scarabs. A Lithic Scarab is ingested or it can be partially or wholly inserted into the body of its owner. Once in place the Scarab can be activated by a reflexive willpower roll. Botching the roll inflicts 1 lethal health level of damage. If the roll is successful the Scarab transforms its owner's flesh into living Jade. This quadruples the owner's natural soak and halves all pre-soak Bashing damage. Having flesh of living Jade provides some proof against the Wyld, making the wearer proof against Wyld transmutation and mutation.
- Lithic Scarab : Committment 5 motes
Eidolon Duds
- Flowing silver-grey robes woven from shadows and spider-silk, the Eidolon Duds have always been fairly rare. Favored by the sneaky at heart and, some unkind souls say, the cowardly Eidolon Duds are more then just a fashion statement. The character wearing the duds is immaterial, though still visible and able to affect material objects and beings normally. With the expenditure of 5 motes as a reflexive action the character can become invisible for a scene. Even when visible the Eidolon Duds offer a +2 dice bonus to all Stealth rolls. The Duds are not armor.
- Eidolon Duds : Soak (2/3) | Fatigue 0 | Mobility -0 | Committment 5 motes
Essence-Reaping Scythe, Black Jade Artifact
- A cut from this weapon can slice through Charms and Spells as well as armor and flesh. The ability to ‘cut’ a Charm or Spell can be activated reflexively, but doing so takes an action. In order to successfully destroy a Charm or Spell, the weilder makes a normal Dexterity + Melee attack against the caster of the Charm or Spell being targeted. The character need only to see the target, not be in melee range. The target is allowed to dodge, parry or otherwise defend. Charm-cutting attacks do no damage.
- If the attack succeeds, then a number of motes equal to the Minimum Essence of the targeted Charm or Spell are spent. The character then engages in a resisted Strength + Occult roll with the target. If the character wins, the Spell or Charm is destroyed. If the opponent wins, the Charm or Spell proceeds normally. Only Spells of the Terrestrial Circle, which are treated as Essence 3 Charms, and Charms with a Minimum Essence of 3 or lower can be destroyed with the Scythe’s power.
- Essence Reaping Scythe : Damage +6L | Accuracy +3 | Defense +2 | Speed 7 | Rate 1 | Committment 6
Hexblade
- Once the weapon of a Saturn Caste necromancer from the First Age, the Hexblade was forged from the iron recovered from a meteor crater within one of the largest Southern Shadowlands, the Bayou of Regret. After studying the dark powers of the Hexblade, it was thought that the Starmetal was tainted by its long stint in the Shadowland. Hexblade's cursing powers subtracts 2 dice from the opponent's dice pools for the duration of combat once it has drawn blood. If used against inanimate targets, the Hexblade's entropic powers induces massive decay and delapidation, doubling damage.
- The cursed Starmetal of the blade does not guide the fate of strikes, rather it bites into the pattern of the person struck. Wound penalties inflicted by the Hexblade are doubled. These additional penalties represent bad luck instead of pain or impairment from the wounds themselves.
- Hexblade costs 6 motes to attune. The Hexblade uses normal Daiklave statistics, but lacks the Starmetal +2 to damage. The wound penalty power replaces it as the Starmetal bonus.
Glimmer of Ten Thousand Tears
- The Glimmer is a bright circle of golden Orichalcum, forged in the First Age by Tissendra the Vain. The chakrum doubles as a hair band, its magical powers even extending to that function. While wearing glimmer on her head the wearer seems more impressive and her words ring with power, giving +2 to Socialize and +1 to Presence. In battle, Glimmer is a deadly ally. She will always return to the hand that launched her, even flicking through Elsewhere to get back.
- Glimmer : Damage +4L | Accuracy +5 | Defense +0 | Speed +2 | Range 60 | Rate Infinite | Committment 6
Mountain Prison Shackles
- A simple set of manacles carved into an intricate pattern that will give anyone looking too long a headache. The patterns shift slightly to match the Essence flowing through them or through the person they are sealed on. If the person they are attached to attempts to channel any amount of Essence, the shackles glow brilliantly and inflict one unsoakable health level of bashing damage on the channeler. They also nullify the channeling of Essence. This means that anyone imprisoned by the shackles is unable to activate any abilities requiring expenditure of Essence for as long as they are on. The shackles are, however, no more durable then normal iron equivilants and have the added vulnurability that if the carvings are defaced, their essence-suppression ceases to function. Mountain Prison Shackles automatically force their wearer to commit 2 motes to them, which keeps them locked on. The shackles have 15 health levels and 10 soak.
Neckalce of Dreams
- Companion in purpose to the Mountain Prison Shackles, the Necklace of Dreams is a solid ring of White Jade that encircles the neck of the prisoner without a break. Only by expending 1 mote and 1 willpower can the collar be opened. These motes must be spent by someone holding a special artifact key, a 1 dot Artifact. There is one key per necklace. As with the Mountain Prison Shackles, the Necklace forces a 2 mote committment by the wearer. For as long as the Necklace of Dreams is in place, the prisoner is placed in a deep sleep and remains unable to wake until the collar is removed. Nothing short of Celestial Circle Sorcery can wake the subject while the collar is in place. The necklace has 8 health levels and 10 soak.
Osseous Shroud
- Named for its effects, not its appearance, the Osseous Shroud is in fact a simple ovoid of Soulsteel, about the size of a man's eye, that can be worn on any part of the user's body. When attuned, the oval causes a painful transformation that liquifies the user's bones and causes them to flow to the exterior of the user's body, where they re-solidify into a dense but supple exoskeleton. This provides excellent protection and far-increased mobility to the user.
- While the Shroud is activated the user enjoys a bonus to Dexterity equal to one half their Stamina. It should be noted that this armor is quite fearsome in appearance and removes two dice from all attempts at peaceful and friendly interaction with those not used to such things. Tattooed Lunar Exalted are unable to use this Artifact; it is a form of external shapeshifting.
- Osseous Shroud : Soak (X/X) X = Wearer's Stamina x2 | Fatigue 0 | Mobility -0 | Committment 10 motes
Cage of Silk and Sand
- The two most common symbols of time itself are sand and silk, from the hourglass so commonly used to measure time and from the Loom of Fate, which determines the patern which time takes. Within this fist-sized cage of Starmetal and Black Jade, ribbons of glittering sand writhe in an eternal and impossible dance. They are strands of time, captured and awaiting use. Sorcerers use this captured time to speed their casting in battle, often setting aside days or weeks of their lives for upcoming battles of great importance.
- Experiance points can be stored inside the Cage in order to allow a sorcerer holding it to cast one spell instnatly, with no preperation. 2 points of Experiance are required per Circle of the spell. Only Experiance provided by the caster of the spell has any effect and the Cage can only hold Experiance from one person at a time. Other then being cast instantly, the spell is unaffected. It requires all normal costs and conditions, it simply does not require turns of shaping.
Coherancy Matrix
- A tiny five-sided pyramid of Jade, the Matrix is a device to aid Dragon-Blooded sorcerers in casting of powerful spells. Often used in conjunction with CollectiveSorcery, the Matrix is made of all five Colors of Jade, each face being a different color. It will float in the air before a sorcerer who is shaping a spell and allow him to be empowered by his allies. Up to four other Exalted may spend motes to help pay for the spell being cast, each paying up to his Occult in motes. The only limitation on how many motes can be spent by those helping the sorcerer is that the total must be less then half the cost of the spell. If at least half the motes for the spell, and all Willpower or Health levels, do not come from the sorcerer, the spell explodes as if the casting had been interrupted.
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