Artifacts/HarenArtifactThree

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Level Three Artifacts

by haren


Blood Rose Ring</b>
Artifact <b>•••</b>
Assassin's Ring
Requires: nothing; Commitment: 4 motes

This is a beautiful ring appearing to be a rose made from one of the Five Magical Materials with thorns tipped in Moonsilver. These devices are believed to have not existed in the First Age, though there are a few which have been found in tombs of the Solars. This beautiful ring was both an assassin's tool and weapon. As such it has two abilities. The first is activated with the expenditure of 6 motes. The rose's thorns lengthen and dig into a target's flesh, yet this is done painlessly. As they strike in, they release a toxin that is dangerous and subtle because it does no harm directly. For one month those so infected with the toxin, treat the wearer as if they had a Charisma and Manipulation one higher and an Appearance two higher. Their minds are clouded by desire for the wearer of the ring. The next effect is similar for all rings. First the user must spend 4 motes as they touch a target. The thorns dig in again and drink of the person's blood. This is considerablly easier if the wearer has already used the first power. Now that the ring has tasted of the essence and blood of the target, it can be used to make a toxin for them specifically a day later. The rose is able to remember every person who's blood it has tasted and so never loses the ability to make a toxin for them. The toxin is created with an expenditure of 6 motes. It's effects last for one day. It can be administered with the rose's thorns again, or it can pour from the rose's petals into food or a drink. The type of toxin differs depending on the Magical Material used, though many focus on weakening those who can channel Essence.
Orichalcum: This toxin makes the very expenditure of Essence a danger to the user. For every 5 essence they channel in a turn, they take 1 unsoakable die of lethal damage. Should they reach the iconic splendor level of their anima banner, they take 2 dice of unsoakable bashing damage.
Moonsilver: This toxin causes it's victim to suffer from penalties to their Physical Attributes in time of great stress (for example combat). For every four turns of combat (or similar situation) reduce one random Physical Attribute. The most common effect is strange shifting of their body. A loss of Dexterity might be their muscles hardening or bones randomly shifting length. Stamina might appear as a sudden pox. Strength may appear as if muscles melted away. This effect heals like aggravated damage.
Soulsteel: This is almost the opposite effect of the Orichalcum toxin. While the toxin is in their system, they must spend 2 motes for every 1 they would normally spend to activate Charms, anima effects, artifacts, etc... Also, for they lose 1 mote for lethal health level lost(including blood loss), as the magic drains away with the blood.
Starmetal: This toxin is one of the most insidious. The victim is cursed with bad luck. Their difficulty is raised by 2 for any dice roll, and the Storyteller should play out their strangely bad luck.
Jade: This is perhaps the most unusual of the toxins. It simply marks out the character to elementals as one who has offended their kind. Normally small and friendly elementals become hostile. They seem to find nature itself conspiring against them. In effect, at worst, treat this as the Eclipse oathbreaker effect using the Essence of the poisoner, but only for dealing with elements (perhaps a fire suddenly starts in their equipment, rivers they are crossing suddenly gain a nasty current, tree roots they never saw trip them as they approach a cliff.)


<b>Black Iron Coffin</b>
Artifact <b>•••</b>
Restful shelter
Requires: N/A; Commitment: 5 motes

This coffin is a valuable resource for those Abyssals traveling in Creation. It is a large and elaborate coffin made of Soulsteel and black iron mined in the Underworld and Shadowlands. It is often decorated in unholy symbols made from the non-magical counterparts of Orichalicum and Moonsilver mined in Shadowlands, so they are dark and soaked in death. It provides a safe place for the Abyssal to rest in most cases. The Exalted can summon or banish with the expenditure of 2 motes it where it sinks into the earth seemingly, but in truth travels into the darkness of the earth where the sun's light never shines, to then go Elsewhere. The coffin can be used to store items in this fashion to be brought anywhere the Exalt can find a decent space of earth to summon the coffin back. Even people can be stashed, though they still will need food and water, and therefore can not be left for very long. The other power is that the Exalt can spend 5 motes while in the coffin to sink into the earth, where they can slumber and rest. This state is identical to Sheltering Interment Prana, except with one point of importance to Abyssals. They gain Essence from respiration exactly as if they were in a Shadowland while in the coffin (regain Essence at half speed). Another benefit of resting in this manner, is that it pleases the Malfeans and an Abyssal loses a point of Resonance (only 1 per day).


<b>Badge of Living Virtue</b>
Artifact <b>•••</b>
Jade Badge of materialization
Requires: Two Virtues at or over 3; Commitment: 12 motes

The Badge allows a ghost to materialize for a longer time in Creation, through the strength of their will, channeled through the power of their Virtue. In effect, whenever the ghost uses Weighted With the Anchor of Flesh, they may choose to attempt to use their Virtue to hold them in Creation. They roll a Virtue at or over 3 at normal difficulty. If they succeed, they can stay in Creation indefinately, with one restriction. They can not resist the urges of the Virtue (as decided by the ST) they used without fading back into a state of the incomporeal. This means the ghost often seems strange and slightly driven. The essence used to materialize is not commited past the hour. Also, the use of this artifact counts as one use of channeling a Passion (usually the one linked to why they materialized.


<b>Hazard's Teeth</b>
Artifact <b>•••</b>
Starmetal Blade
Speed +7 Accuracy +3 Damage +8L Defense +2 Rate 5
Requires: Valor 4; Commitment: 7 motes

This ancient blade was created for a Sidereal advisor who saved the Solar he served against terrible odds. It seems a dullen slender gray blade, but when wielded in battle by the brave or foolhardy, it's true power is revealed. The blade can be used by any, but only those who are valorous enough can access it's powers beyond those of a normal daiklave.

For every three successful strikes the user makes (though they need not do damage), the blade begins to glow a shimmering rainbow as more is risked with each blow. The difficulty to attack with the blade is raised by one (to a maximum of difficulty 4), but the damage roll target number is reduced by 1 (minimum TN of 4). Tens rolled on damage always count as two successes even before the target number rises, and the soak of a target is reduced by three for every target number the damage roll has been reduced by. Lastly, the user can always channel their Valor to attack with this blade without lowering their temporary Valor.

As soon as the user misses with an attack, the target number and difficulty return to normal.

Comments

I'm not sure I'm happy with the Jade toxin, feels like a cop out, but wasn't sure how to do it. - haren

I got some advice from Balthasar and modified the Jade toxin. Thanks Balthasar! - haren

I like the Coffin, though I worry about the ability to bleed Resonance with it... I don't recall how easy it is to bleed off Resonance, but don't the usual methods require a die roll, HL sacrifice, or something equally valuable? It's too good a deal letting the Abyssal bleed off a point and get a good night's sleep out of the bargain. - FourWillowsWeeping

It's equal to one of the normal methods, which equates to acting like the dead. That one is up to ST choice if they are acting dead enough, one per day. Most of the methods which drain alot more require work or the bleed-off. This just makes it easier on a ST. But like anything, can always be changed to flavor. - haren

The starmetal toxin seems a little powerful to me. As I read it, it seems to apply to everything, and if it's not used on a Sidereal, that poor unfortunate will have TN 9 to do anything. Even Solars are going to find trivial tasks get rather hard, and combat will be nearly impossible. The other toxins make things harder, but not so much and over such a broad range. Just checking to see if it's supposed to be so nasty, or if I missed a limitation somewhere.
- Darloth

Not TN Darloth, Difficulty. TN changing would be uber disgusting. - grypph

Oops -- Darloth shuffles around aimlessly, looking a little silly.