Artifacts/HyperionSphere
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Hyperion Sphere
Artefact ••• (Terrestrial Rank)
The Hyperion Spheres are strange artefact weapons – so strange that many of them have been mistaken for abstract First Age sculptures, or childrens’ toys, their combative true natures unrecognised and unused. A Hyperion Sphere is also a difficult weapon to use properly, since it requires a level of agility and athleticism that even some Exalts never achieve. At first glance one appears to be nothing more than a perfectly round, and impossibly smooth ball (+4 difficulty to pick up if not attuned) of transparent crystal, inside which are swirling sculptures constructed from one of the Five Magical Materials (the things depicted vary depending on the Magical Material used, i.e.: jade Hyperion Spheres often have long-bodied dragons coiling around within the sphere), and somewhat heavier than it would initially appear.
Once attuned to a Hyperion Sphere at a cost of 5 motes, the Exalt gains the use of a weapon of moderate power, but one that many opponents do not even spare a second look at until they are attacked with it, at which time it is often too late. The smoothness disappears and the character can hold the weapon easily with a simple touch of his finger, and the ball is equally capable of being thrown, kicked or headed and just as deadly regardless of the method of delivery, a Hyperion Sphere automatically returns to the attuned Exalt after an attack, regardless of whether or not it hits, thus always allowing the character the full use of the weapon’s Rate. Furthermore, after successfully hitting a target (if the target successfully dodges the attack then it counts as having missed) the base damage of the weapon is increased by +1L – this increase is cumulative up to a maximum rating of +12L, as some of the energy of the strike is gathered by the enchantments of the weapon, but the bonus instantly dissipates upon a miss (if successfully parried the Hyperion Sphere retains its current damage bonus without alteration).
Finally, the Hyperion Sphere gains an extra ability depending on the Magical Material used in its construction – as always the Exalt must harmonise his anima with the artefact to gain use of this ability, ordinary attunement is not enough.
- Orichalcum
- The perfect nature of the Solar Exalted infuses the Hyperion Sphere, causing it to seek out its targets regardless of obstruction. The sphere ignores external penalties from shields or cover for anything less than total cover.
- Jade
- The nature of the Elemental Dragons lies buried deep within the artefact, and it will not be deviated from its appointed path by wind, rain or snowstorm. The character can ignore all external penalties to his attack caused by the weather or other environmental conditions.
- Moonsilver
- The protean, semi-fluid nature of moonsilver is imparted to the Hyperion Sphere, allowing it to flow around a weapon raised in opposition, giving the target a -2 penalty to his Parry DV for the attack.
- Starmetal
- Whenever a starmetal Hyperion Sphere is launched at an opponent it automatically alters its path to strike at where the foe is fated to be, and not necessarily where he is currently standing. This gives any opponent a -2 penalty to his Dodge DV against the attack.
- Soulsteel
- The chill of the grave infests the artefact, and anyone struck by it feels the sting of his own mortality for a split second. The opponent must make a Valour roll or suffer a -2 internal penalty to all physical actions for the next (10 – Willpower) passes.
Speed Accuracy Damage Range Rate Minimums Hyperion Sphere 5 +2 +6L 50 3 D•••, Thr•••