Artifacts/EndlessChaseLevel3

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Level Three Artifacts

Celestial Eyes

Artifact: ***
Commitment: 4 Motes (as appropriate MM)

Like the Jade Eyes and the Glass Eyes, the Celestial Eyes were designed by Crystaline Stream as the ultimate tool for one who has lost sight in one or both eyes. Their basic function is the same as the other kinds of eye, though their potency is far greater. Instead of adding a single eye to perception tests based on vision, the Celestial Eyes all add three dice. In addition, each type of eye has its own special powers. Though he has not yet succeded, Crystaline Stream is working on a model made of Starmetal. He does have aspirations for an Eye crafted of Soulsteel, but his discomfort of working with the metal has led to those specific plans being shelfed for the time being.

Sunshine Eye
The Sunshine Eye is made of pure Orichalcum, and glints and gleams with a light like reflected sunlight. The first power that the Sunshine Eye has is the ability to glow upon command. This effect can be carefully controlled by the wearer, to any degree desired. The eye can gleam slightly, it can be raised bright enough to simply illuminate anything the wearer wishes to read held in front of him, or it can illuminate the entire area in front of her. This level of brightness is supprisingly similar to the anima power that all Solars have, save that it has no essence cost.
The more potent power that the Sunshine Eye has is the ability to see essence flows and patterns. This ability costs three motes and lasts for a scene. It functions in exactly the same way as the Solar Charm All-Encompassing Sorcerer's Sight. While this ability is in effect, the eye glows like a caste mark at the 4-7 peripheral expenditure level.
Moonbeam Eye
These orbs of solid moonsilver were actually crafted not by Stream, but by a No Moon Lunar ally of his using his designs and help. The Moonbeam Eye retains all of the natural properties of Moonsilver. It has the ability to change its own image to appear as a normal eye, perfectly colored to match the eye that once rested in its socket. The pupil will dialate as normal and the coloring is perfect. It is impossible to tell that the eye is not natural by mundane means, and only abilities that let someone see essence flows will show it to be what it really is.
In addition to concealing itself, the Moonbeam Eye grants an alternate form of sight to the wearer. The benifit has no cost, though it must be activated through momentary concentration. This sight allows the wearer to see the spectral glows of heat and cold. The ability finctions exactly the same as the Perceiving the Hidden World Charm (E:tL, p. 178).



True Path Kunai

Artifact: ***
Commitment: 5 motes (Moonsilver), 1 mote (Generic ((Bag)))

The knives come in a set of four and are balanced for both hand-to-hand fighting and throwing. Each has a four inch handle and a four inch, double sided blade. Each has a steel ring on the back with a half inch diameter hole, easily accommodating most non-gloved fingers. The Kunai have seperate powers that may be activated when using the Kunai for either of its two typical applications.

Melee:

Minimum Strength: 2
Minimum Melee/Martial Arts: 1
Speed: +3, Accuracy: +2, Damage: +3L, Defense: 1
   Special Powers:
  • Any number of the knives can be used with no off-hand penalty, provided the bearer has enough hands to hold them. Mechanically, this causes the bearer to add two dice to any parry action per extra kunai used.
  • For a single mote, until the beginning of the next round one of the knives may change its shape to appear and function as a one-handed short katana. While this alters the statistics of the blade, it also eliminates the multiple wield bonus that the knives grant in their normal shape. For the turn this power is activated, add one to the accuracy, damage, and defense of the weapon.

Thrown

Minimum Dexterity: 2
Minimum Thrown: 3
Accuracy: +2, Damage: +4L, Rate: 3, Range: 30
   Special Powers:
  • Any number of the kunai may be thrown in a single attempt without the need for split actions. In effect, the attack roll is done as normal, but if the blades hit, after soak, multiply the damage being dealt by the number of knives thrown. The cost is one mote to throw each additional Kunai, and the maximum amount that can be thrown is four, regardless of how many sets the Lunar may possess.

A special case was designed for the knives, made of trace amounts of Jade and Moonsilver woven into sheets of silk, with framework of steel. The added magical speed of the Jade combined with the Moonsilver threads that move the handles into the palm of the bearers hand make the case ideal for the Kunai. In effect, having a True Path Case increases the rate that the weapons held within can be thrown by one. The Bag is also connected to the weapons it holds in a primal way, and it shows this by letting the user instinctively know where those weapons lie, if they are within 30 yards of the bag. These cases are always found with the Kunai, and hold a set of four blades.


Silver Fang

Artifact: ***
Commitment: 7 motes (Moonsilver)
Speed: +3, Accuracy: +6, Damage: +5L, Defense: 2

Silver Fang was crafted by the Waning Moon Lunar once called Sun's Setting. It was made as a gift for the cub, Alaethis, that Sun had taken as a protoge. Alaethis' Totem was that of an asp, and as such, Sun thought that an envenomed blade would suit the younger Lunar's style.

The blade is made exclusively of Moonsilver, though when in use it tends to appear slightly yellow-green along the very edge. When the blade strikes armor, an acidic liquid sprays from the blade. This liquid burns for only an instant, though this is plenty to harm most mundane armors. Each time the blade hits, regardless of the amound of damage dealt, the acid reduces the bashing and lethal soaks of any mundane armor the target is wearing by one each. If either of the soak values are reduced to zero, the armor is worthless, as nothing but tattered, burned pieces are left.

In addition to the acidity to things worn, if the blade pierces flesh, the venom will strike at the defender as well. The effect is simple, as the liquid both burns and poisons. Each hit that does damage to an opponent causes a level of unsoakable lethal damage and bestowes a cumulative -1 penalty. A resilient foe that is struck and harmed several times by the blade will surely begin to falter as the pain from the venom courses though their body. The burning wears off when the damage from the poison is healed. People that are able to ignore wound penalties also ignore the dice penalties granted by the sword, and people that are immune to poison ignore both the damage and the penalties.


Hush Stone

Artifact: 3
Commitment: 3 Motes (Soulsteel)

A Hush Stone is roughly half an inch long rod of Soulsteel with a diameter of roughly a quarter of an inch, each end rounded to a perfect semi-spherical end. When someone carries a Hush Stone the sounds they emit are muted down slightly, especially keeping down the usually unnoticed noises of things like coins in a pocket or bodily sounds such as breathing or digestive noises. This effect increases the difficulty to detect the bearer of the artifact by one.

The real power of a Hush Stone comes out when it is swallowed. From the instant that the stone hits the stomach of the person that swallows it, all sound that they make is completely eliminated, as is any sound that would come from an action they take. (Note: It need not be the person that attunes the stone that swallows it to gain this effect, though the stone must be attuned to work.) It is impossible to detect this person through hearing, whether mundane or magical. They make absolutely no sound in any way.

If the person that swallowed the stone drops an object it will make no clatter, and if they attempt to choke someone, that person’s thrashing and calling will cause no noise to sound.

In addition, any welcome company of a person that has swallowed a Hush Stone will be affected with the same minor hushing effect that the stone has on the owner when it is simply carried.

Once the Hush Stone has been swallowed, there are only three ways to remove the silencing effect. The first is to vomit the stone, which can only be done if the stone had been swallowed less than an hour earlier. The second is to wait for the stone to pass, usually taking a full day. The third and final way is to cut the stone from the body of one that has swallowd it. This third option is typically used if the person that has swallowed the stone has died before the stone was either vomited or passed.



Thirsting Blade

Artifact: •••
Commitment: 5 Motes (SoulsteelArtifacts/Moonsilver)

As the Thirsting Blade slices, it drinks from it's victim, soaking their blook into its blade and holding it until the wielder is ready to drink it. On any attack that does lethal damage, the blade soaks up a level of lethal damage worth of blood, and stored it, keeping it fresh. An Abyssal may then consume the blood to regain essence as normal, or store it for later consumption. Only the most recent health level of blood spilt is stored in the blade. Older blood is poured from the hilt where one would normally feed from.

Somewhat suprising to many people, the design is not an Abyssal one, but Lunar in origin. The first of these blades was captured by an Abyssal after slaying the Lunar that owned it. The Lunar had used it to store the Heart's Blood of his victims so he could continue fighting instead of having to stop to lap at their severed throats or to carve out their still warm hearts.

The Thirsting Blade has the statistics of a normal Daiklave, though they are only crafted of Soulsteel or Moonsilver. Reaver, Reaper and Grand versions of the Thirsting Blade exist, but these are far rarer, and the latter is rated artifact ••••.



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