Difference between revisions of "DarkPhoenix/Muramasa"

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<B><I>Muramasa, Heiwado Blade (Way of Peace)</I></B>
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* Back to [[Artifacts]]
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* Back to [[DarkPhoenix]]'s Page
  
<tt>Artifact 5<br>
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== <B>Muramasa, Heiwado Blade (Way of Peace)[[DarkPhoenix/B]]> ==
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Artifact 5<br>
 
Orichalcum Daiklave / Flamepiece<br>
 
Orichalcum Daiklave / Flamepiece<br>
 
Commitment: 8 motes<br>
 
Commitment: 8 motes<br>
 
Sword: Spd +8, Acc +2, Dmg +8L, Def +6, Rate 4<br>
 
Sword: Spd +8, Acc +2, Dmg +8L, Def +6, Rate 4<br>
Flamepiece: Acc +4, Dmg 10L, Rate 1, Rng 15, Ammo 5<br></tt>
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Flamepiece: Acc +4, Dmg 10L, Rate 1, Rng 15, Ammo 5<br>
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This weapon has 4 Hearthstone slots
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=== <b>Muramasa</b> ===
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The ultimate complimentary weapon for a samurai, this one-of-a-kind weapon was forged by Autochthon himself, a side weapon for [[DarkPhoenix/Masamune|Masamune, Bushido Blade]], and gifted to one of the great commanders of the pre-First Age Solars. This weapon focuses the Essence of Exaltation itself through the Way of Peace, and is built to protect the wielder, manifesting in the weapon's Heiwado abilities (below). These abilities are psuedo-charms; mechanically, this means that you can only use one per turn, but this does <i>not</i> count as charm usage for the turn, meaning they can be combined with other charms.
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As this is a weapon of peace, using it in the characters main hand suffers penalties. Every time this weapon attacks (while in the main hand only) the character suffers from x dice of damage, which can be soaked normally, where x is equal to half the raw damage of the attack, unaided by Charms. This is reversed for creatures of the Underworld; they suffer x damage whenever they use it to parry while it is in their main hand, where x is half half the damage blocked. Additionally, if wielded with Masamune, regardless of which hand this is in, neither it nor Masamunesuffer from off-hand penalties; the character acts as if ambidextrous.
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==== <B>Heiwado Abilities[[DarkPhoenix/B]]> <I>(Way of Peace)[[DarkPhoenix/I]]> ====
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* Wall (5 motes, Essence Turns, Reflexive) - For Essence turns, the character adds his Essence score to his natural soak, as well as granting a Hardness value equal to his Essence. This ability is compabile with armour, and if used with armour, the Hardness value (if applicable) of his armour stacks with the Hardness bonus of this ability.
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* Vanish (5 motes, 1 Willpower, Essence x5 minutes, Reflexive) - The character fades from view, shrouded by his very Essence. His anima banner, if any, disappears, however, any Essence spent after activation instantly breaks the camoflage. To spot the character requires success on a Perception + Awareness roll, difficulty of the character's Essence. Attacking or defending the character subtracts half his Essence, rounded down, from successes at close range, and subtract Essence from successes at medium range; long range combat is impossible without either a well described stunt, or an area-affecting Charm/Spell. The character is as difficult to spot using Essence sight as normal sight, but the difficulty to spot using auditory means is halved (Essence / 2, rounded down). If the character _is_ successfully attacked, regardless of whether the attack does any damage or not, the camoflage instantly ends.
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* Ruby Light (8 motes, 1 Willpower, Instant, Reflexive) - Expanding on the Solar Charm Heavenly Guardian Defence, this takes it to the next level. Now, not only does the character receive no damage from any one attack, he sends it back where it came from. Mechanically, the attack is rolled as normal, but rather than the character rolling to defend, the attacker rolls to defend, as if he attacked himself. This is a perfect defence.
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* Mighty Guard (10 motes, 1 Willpower, One Scene, Reflexive) - Extending the prowess of Five-Fold Bulwark Stance, the character is able to parry any attack he is aware of in Essence yards of himself, using his Dexterity + Melee + Essence, even if he is not the target. He may even parry projectiles and magical attacks without a physical component, but doing so is at a difficulty equal to the atatcker's Essence.
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=== <b>'Dark' Muramasa</b> ===
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A Soulsteel version of the Muramasa, this weapon has the exact same abilities as above, but uses the following stats:
  
==== <B>Heiwado Abilities</B> <I>(Way of Peace)</I> ====
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Sword: Spd +8, Acc +2, Dmg +11L, Def +2, Rate 3<br>
* Wall (<nowiki>Defence/Hardness</nowiki> boost)
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Flamepiece: Acc +2, Dmg 12L, Rate 1, Rng 15, Ammo 6
* Vanish (Active Camo)
 
* Ruby Light (Perfect Reflect)
 
* Mighty Guard (Parry-All)
 
  
 
===== Comments =====
 
===== Comments =====
I'll add this page to the artifact main page once I've cleaned the format a little
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This weapon was specifically created for my character [[DarkPhoenix/Auron|Auron]], both of which are based on FFX. -[[DarkPhoenix]]

Latest revision as of 17:14, 8 June 2010

Muramasa, Heiwado Blade (Way of Peace)DarkPhoenix/B>

Artifact 5
Orichalcum Daiklave / Flamepiece
Commitment: 8 motes
Sword: Spd +8, Acc +2, Dmg +8L, Def +6, Rate 4
Flamepiece: Acc +4, Dmg 10L, Rate 1, Rng 15, Ammo 5

This weapon has 4 Hearthstone slots

<b>Muramasa

The ultimate complimentary weapon for a samurai, this one-of-a-kind weapon was forged by Autochthon himself, a side weapon for Masamune, Bushido Blade, and gifted to one of the great commanders of the pre-First Age Solars. This weapon focuses the Essence of Exaltation itself through the Way of Peace, and is built to protect the wielder, manifesting in the weapon's Heiwado abilities (below). These abilities are psuedo-charms; mechanically, this means that you can only use one per turn, but this does not count as charm usage for the turn, meaning they can be combined with other charms.

As this is a weapon of peace, using it in the characters main hand suffers penalties. Every time this weapon attacks (while in the main hand only) the character suffers from x dice of damage, which can be soaked normally, where x is equal to half the raw damage of the attack, unaided by Charms. This is reversed for creatures of the Underworld; they suffer x damage whenever they use it to parry while it is in their main hand, where x is half half the damage blocked. Additionally, if wielded with Masamune, regardless of which hand this is in, neither it nor Masamunesuffer from off-hand penalties; the character acts as if ambidextrous.

Heiwado AbilitiesDarkPhoenix/B> (Way of Peace)DarkPhoenix/I>

  • Wall (5 motes, Essence Turns, Reflexive) - For Essence turns, the character adds his Essence score to his natural soak, as well as granting a Hardness value equal to his Essence. This ability is compabile with armour, and if used with armour, the Hardness value (if applicable) of his armour stacks with the Hardness bonus of this ability.
  • Vanish (5 motes, 1 Willpower, Essence x5 minutes, Reflexive) - The character fades from view, shrouded by his very Essence. His anima banner, if any, disappears, however, any Essence spent after activation instantly breaks the camoflage. To spot the character requires success on a Perception + Awareness roll, difficulty of the character's Essence. Attacking or defending the character subtracts half his Essence, rounded down, from successes at close range, and subtract Essence from successes at medium range; long range combat is impossible without either a well described stunt, or an area-affecting Charm/Spell. The character is as difficult to spot using Essence sight as normal sight, but the difficulty to spot using auditory means is halved (Essence / 2, rounded down). If the character _is_ successfully attacked, regardless of whether the attack does any damage or not, the camoflage instantly ends.
  • Ruby Light (8 motes, 1 Willpower, Instant, Reflexive) - Expanding on the Solar Charm Heavenly Guardian Defence, this takes it to the next level. Now, not only does the character receive no damage from any one attack, he sends it back where it came from. Mechanically, the attack is rolled as normal, but rather than the character rolling to defend, the attacker rolls to defend, as if he attacked himself. This is a perfect defence.
  • Mighty Guard (10 motes, 1 Willpower, One Scene, Reflexive) - Extending the prowess of Five-Fold Bulwark Stance, the character is able to parry any attack he is aware of in Essence yards of himself, using his Dexterity + Melee + Essence, even if he is not the target. He may even parry projectiles and magical attacks without a physical component, but doing so is at a difficulty equal to the atatcker's Essence.

<b>'Dark' Muramasa</b>

A Soulsteel version of the Muramasa, this weapon has the exact same abilities as above, but uses the following stats:

Sword: Spd +8, Acc +2, Dmg +11L, Def +2, Rate 3
Flamepiece: Acc +2, Dmg 12L, Rate 1, Rng 15, Ammo 6

Comments

This weapon was specifically created for my character Auron, both of which are based on FFX. -DarkPhoenix