Difference between revisions of "Taerinshar/Centre Cannot Hold"

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This strange set of four chakrams were originally created from the fallen remains of thousand-year old trees which surrounded an elemental grove located in the far east.  The grove itself was a haven for creatures of all types until the fair folk took an interest in the area.  They initially tried to corrupt the grove itself, but the spirits of the guardian trees resisted their efforts even as they succumbed to the poison.  The fae were forced to physically invade the area, shattering the woodland but also alerting other forces in the area of their presence.  Slivers of the tree, showed that even though the middle of the tree had been eroded and poisoned, the shell, the bark, the living parts of the oak had been able to fight off the infection.  Willem took these and with the aid of his godly friends, crafted them into a weapon as a reminder that the borders of creation must not fall.  
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This strange set of four chakrams were originally created from the fallen remains of thousand-year old trees which surrounded an elemental grove located in the far east.  The grove itself was a haven for creatures of all types until the fair folk took an interest in the area.  They initially tried to corrupt the grove itself, but the spirits of the guardian trees resisted their efforts even as they succumbed to the poison.  The fae were forced to physically invade the area, shattering the woodland but also alerting other forces in the area of their presence.   
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Crosssectional slices of the trees, showed that even though the middle of the tree had been eroded and poisoned, the shell, the bark, the living parts of the oak had been able to fight off the infection.  Willem took these and with the aid of his godly friends, crafted them into a weapon as a reminder that the borders of creation must not fall.  
  
 
Each of the four chakrams is shaded a slightly different colour, one for each corner of creation (Green-east, White-North, Red-South, Blue-West).  The main body of all chakrams is still the original wood, but the very edge is coated with Starmetal and sharpened to a razor's edge.  When in that corner of the world, one of the chakrams resonates with the local environment, flying more accurately and surely when in its home environment (gains +1 AC, +1 dmg).  However, when far away from creation's edge i.e. in Yu-Shan or on the Blessed Isle, all chakrams lose some of their abilities (-1 AC, -1dmg to all 4).  
 
Each of the four chakrams is shaded a slightly different colour, one for each corner of creation (Green-east, White-North, Red-South, Blue-West).  The main body of all chakrams is still the original wood, but the very edge is coated with Starmetal and sharpened to a razor's edge.  When in that corner of the world, one of the chakrams resonates with the local environment, flying more accurately and surely when in its home environment (gains +1 AC, +1 dmg).  However, when far away from creation's edge i.e. in Yu-Shan or on the Blessed Isle, all chakrams lose some of their abilities (-1 AC, -1dmg to all 4).  
The artifact's greater ability however is how it tries to create an aura of peace and tranquility wherever it ends up resting.  Once thrown, regardless of whether or not the chakram hits its intended target, the owner can cause it to seat itself anywhere within (essence) yards of the target.  Once on the ground, the chakram relives its time as a tree and broadcasts an aura of tranquility over a radius of (essence x2 yards).  Opponents within this field feels this effect and must fight the temptation to remain in the area and sit down for a long nap.  Mechanically this imposes a stackable (for each chakram) -1 mobility penalty to any opponent within range, this is an emotion effect.  The opponent may spend 1 WP to ignore this effect for an action, once 3 are spent he becomes immune for the rest of the scene.  The chakrams may be reflexively withdrawn to the owner's hand by spending 1 mote, but this also ends the effect for that particular chakram until it is thrown again.  If the mobility penalty ever reduces the target's move rate to 0, they must reflexively roll stamina+resistance to avoid falling asleep then and there.
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The artifact's greater ability however is how it tries to create an aura of peace and tranquility wherever it ends up resting.  Once thrown, regardless of whether or not the chakram hits its intended target, the owner can cause it to seat itself anywhere within (essence) yards of the target.  Once on the ground, the chakram relives its time as a grove guardian and broadcasts an aura of tranquility over a radius of (essence x2 yards).  Opponents within this field feels this effect and must fight the temptation to remain in the area and sit down for a long nap.  Mechanically this imposes a stackable (for each chakram) -1 mobility penalty to any opponent within range, this is an emotion effect.  The opponent may spend 1 WP to ignore this effect for an action, once 3 are spent he becomes immune for the rest of the scene.  The chakrams may be reflexively withdrawn to the owner's hand by spending 1 mote, but this also ends the effect for that particular chakram until it is thrown again.  If the mobility penalty ever reduces the target's move rate to 0, they must reflexively roll stamina+resistance to avoid falling asleep then and there.
  
 
Centre Cannot Hold Base stats (not including Starmetal MM Bonus)
 
Centre Cannot Hold Base stats (not including Starmetal MM Bonus)
 
Speed 4, Ac +2, Dmg +5L, Rate 4, Range: 30
 
Speed 4, Ac +2, Dmg +5L, Rate 4, Range: 30
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Commitment: 4 motes for all 4.  Can also let attunement lapse and reflexively pay 2 motes to use each individual one.

Latest revision as of 19:04, 9 September 2009

This strange set of four chakrams were originally created from the fallen remains of thousand-year old trees which surrounded an elemental grove located in the far east. The grove itself was a haven for creatures of all types until the fair folk took an interest in the area. They initially tried to corrupt the grove itself, but the spirits of the guardian trees resisted their efforts even as they succumbed to the poison. The fae were forced to physically invade the area, shattering the woodland but also alerting other forces in the area of their presence. Crosssectional slices of the trees, showed that even though the middle of the tree had been eroded and poisoned, the shell, the bark, the living parts of the oak had been able to fight off the infection. Willem took these and with the aid of his godly friends, crafted them into a weapon as a reminder that the borders of creation must not fall.

Each of the four chakrams is shaded a slightly different colour, one for each corner of creation (Green-east, White-North, Red-South, Blue-West). The main body of all chakrams is still the original wood, but the very edge is coated with Starmetal and sharpened to a razor's edge. When in that corner of the world, one of the chakrams resonates with the local environment, flying more accurately and surely when in its home environment (gains +1 AC, +1 dmg). However, when far away from creation's edge i.e. in Yu-Shan or on the Blessed Isle, all chakrams lose some of their abilities (-1 AC, -1dmg to all 4). The artifact's greater ability however is how it tries to create an aura of peace and tranquility wherever it ends up resting. Once thrown, regardless of whether or not the chakram hits its intended target, the owner can cause it to seat itself anywhere within (essence) yards of the target. Once on the ground, the chakram relives its time as a grove guardian and broadcasts an aura of tranquility over a radius of (essence x2 yards). Opponents within this field feels this effect and must fight the temptation to remain in the area and sit down for a long nap. Mechanically this imposes a stackable (for each chakram) -1 mobility penalty to any opponent within range, this is an emotion effect. The opponent may spend 1 WP to ignore this effect for an action, once 3 are spent he becomes immune for the rest of the scene. The chakrams may be reflexively withdrawn to the owner's hand by spending 1 mote, but this also ends the effect for that particular chakram until it is thrown again. If the mobility penalty ever reduces the target's move rate to 0, they must reflexively roll stamina+resistance to avoid falling asleep then and there.

Centre Cannot Hold Base stats (not including Starmetal MM Bonus) Speed 4, Ac +2, Dmg +5L, Rate 4, Range: 30 Commitment: 4 motes for all 4. Can also let attunement lapse and reflexively pay 2 motes to use each individual one.