Artifacts/EndlessChaseLevel5
Level Five Artifacts
Cloak of Blades
Artifact: ••••• Commitment: 15 Motes (Any MM) (Power •••••, Usefulness ••••, Component •••, Notoriety •••)
The first Cloak of Blades was made by a Solar of the Dawn Caste as a present for her Dragon-Blooded captain during the Primordial War. The Solar, Danato Mitsuo, had grown fond of her captain, and in an effort to stop him from dying so easily, as the Dragon-Blooded were known to do, made for him the tool that brought him leagues above his fellows.
The Cloak of Blades is no cloak at all, but a set of five daiklaves made from any of the magical materials. When attuned, the daiklaves float into the air, and hover with their hilts half a foot from the back of their owner's neck and thier blades stretching out behind, much like a cloak.
Each turn the owner of the blades can make a single attack with each at a range of up to ten yards or a single parry. These actions are not splittable. These attacks do not take any of the owner's action for the turn, though she may use charms to enhance them as though they were her own attack. The blades have the statistics of normal daiklaves, including the magical material bonus, and are considered to have a Dexterity + Melee + Specialty pool of 13 dice and a base strength of 5.
The blades can be wielded by hand, though any blades being used manually lose their free action.
Mender
Speed: 3, Accuracy: 2, Damage: 7L, Defense: 2 Artifact: ***** Commitment: 5 Motes (Starmetal) Minimum Melee: 2 Minimum Strength: 2
Fate decrees that the edge of a blade will rend the flesh of the one who it is wielded against. The blade of mender alters this fate, changing the event or fating it to never have happened. With a simple strike of this fantastic blade, even the harshest of wounds can be erased from the victim’s history.
The wielder of Mender must spend five motes of essence and make a normal melee attack. The attack can be defended as normal if the intended target decides to do so. The attack is made as normal, though any resulting damage is not inflicted on the victim, but healed instead. If the blade were to do six dice of damage after soak, it instead heals six dice of lethal damage. The blade cannot heal aggravated damage, and it heals bashing as well as lethal.
Whether or not essence is spent when attacking, the blade will never harm anyone. It severs the fate of its own strikes with or without additional essence.
Reaver of Dreams
Artifact: ***** Commitment: 8 Motes
Of all the sideous creations that the Twilight Caste manyfactured prior to the Usurpation, Reaver of Dreams is one of the most frightning. It is a gauntlet, overlarge with jagged points and edges, made from a crystaline substance that is semi-transparent. Within the crystal of the gauntlet can be seen small veins of each of the five magical materials. The jade is far harder to detect than the other materials, as all five colors are presant, though the total jade does not exceed any other material. When the gauntlet is active, each of the veins glows with the colot that the magical material is made from.
The gauntlet has four primary powers. The first is that it has the capability to halt and safely dissapate the energies of sorcery. At a cost of twenty motes, Reaver of Dreams will cause any Terrestrial Circle Sorcery in the process of being cast or being sustained (Such as the effects of Invulnerable Skin of Bronze) within one hundred yards to disspare harmelssly, with no displays of essence and no harmful effects. At a cost of thirty motes, the same effect will affect all Celestial Circle Sorcery and Labyrinth Circle Necromancy, as well as Terrestrial and Shadowland. At a cost of fourty motes, the effect will expand to include Solar and Void Circles. This effect can only be activated up to a level that the user has the potential to use. For example, a Dragon-Blooded bearer may only halt the first circles. A Lunar or Sidereal user may halt the first and second circles, and a Solar or Abyssal Exalted may halt any and all circles. When this ability is used, Reaver of Dreams glows with the color of all the magical materials for a few moments, then becomes inert again.
The second power that the gauntlet has is the ability to break any commitment costs that people in a similar area of effect are using. The wielder spends thirty motes, and from the gauntlet errupts a wave of energy that can be felt and not seen. The sensation is similar to a static shock, though the sensation can be felt across the entire body. Any effects, from charms or otherwise, aside from the attunement of artifacts, that require committed motes end immediatly. This will end the effect of persistant defenses and many other non-instant durration charm effects.
The third power of the gauntlet will, at the cost of twenty motes, disrupt the attunement someone has to an artifact in their possession. A blast of energy very similar to the one of the power listed above will surge from the gauntlet and strike the item in question. The attunement that the weilder has with the item will dissapate immediatly, causing the item to become inert. This power can be used to severly cripple a person in combat by making their weapon or armor no longer function properly. Though the essence fueling the bond is dissapated, the tie is not fully broken until the following round. This allows the bearer of the now inert artifact the chance to re-attune it for the normal cost at any time durring the rest of the round reflexivly. If they do not re-attune the item before the end of the round, the attunement will be fully broken, and the item must be reattuned again at a later time in the normal way.
The fourth power uses the same principle as the other powers, though it functions in a different way. By holding an artifact with the fingers of the gauntlet for a number of hours equal to the rating of the artifact, the gauntlet will drain it of its magical properties. For the power to work the wielder must spend fifteen motes each hour, and make a successful Inteligence + Occult roll with a difficulty equal to the artifact's rating, or the power does not funtion, and the motes are wasted. Each time this ability is used and results in failure, the bearer of the gauntlet suffers a number of lethal levels equal to the artifact's rating that can be soaked only with the bearer's stamina. If the attempt succedes, the artifact become pristinly innert, and will remain that way until it is either enchanted again, or destroyed.
Tooth and Nail
Artifact: ***** (For the set) Commitment: Tooth: 8 Motes (Moonsilver), Nail: 5 Motes (Moonsilver)
Tooth: Moonsilver hilted Grand Daiklave Spd: 10, Acc: 4, Dmg: 12L, Def: -1, Rate: 3 Minimum Strength: 5 Nail: Moonsilver handled Short Daiklave Spd: 3, Acc: 6, Dmg: 4L, Def: 3, Rate: 5
The blade of Tooth is carved from the ruby-red fang of a behemoth, far sharper than the original. The blade is eloquently engraved on one side with imagery depicting the Behemoth that the fang came from, Mahako, Mistress of the Pride. The Behemoth looks like the cross between a lion and a tiger, with a long blade on its tail and two short horns rising from the creature’s brow. The other side shows the same behemoth near the tip of the blade, with smaller images of various behemoth’s behind her. The hilt is crafted of Moonsilver, and bears no adornment at all.
Like Tooth, the blade of Nail is forged from a body part of a behemoth. The ivory claw from a forepaw, uncarved yet still wicked, set into a magnificent handle of Moonsilver, shaped like the finger from the paw of the creature the talon came from. The handle has three knuckles, and on each one a large ruby (resources value three each) rests in a socket. These rubies can be removed from the blade easily by anyone attuned to the weapon, and the empty sockets can be used for holding hearthstones. Both Tooth and Nail become extentions of the wielder's body when fully attuned, and like a real claw or fang they cannot be seperated from their owner. All disarming attnepts against tooth and nail fail automatically.
When being wielded in combat, Tooth is a fearsome weapon. The fang of a behemoth, properly harvested and crafted into a weapon is as fearsome in the hands of an Exalt as it was in the maw of its one time owner. Firstly, Tooth ignores the resistance that the flesh of the victim has, bypassing their entirety of their natural soak, leaving them with simply their armor and the enhancements of any charms that do not add to natural soak with which to resist its bite. In addition, the wielder adds the form of any creature slain by tooth to their heart's blood library as though they had tasted their blood themself.
Where Tooth is fierce and unyielding, Nail is subtle and sly. Before an attack with Nail is made, the wielder may spend five motes. If the strike is successful in dealing at least a single level of damage, the blade severs the flow of essence that sustains effects around the victim, ending the effects of a single extended length charm that they may have active. The blade automatically severs the charm that costs the most essence to activate first. In addition, the blade can end the effect of certain types of sorcery. Sorcery that affects the freedom of will or the victim’s mind is dispelled. If this type of binding is broken, a point of temporary willpower is drained from the wielder of Nail. If the wielder of nail does not have the willpower to pay for this effect, a point of permanent willpower is paid instead. Nail also grants protection from this type of sorcery to its owner, making them immune to that type of spell at no cost.
The Sorrows of Stillborn Children
Speed: 3, Accuracy: 3, Damage: 5L, Defense: 2, Drains motes on successful attack Artifact: ***** Commitment: 5 Motes Minimum Melee: 2 Minimum Strength: 2
This Soulsteel Daiklave was meant to be nothing more than one of the mass produced weapons of the legions of the Deathlords. When the blade was forged using the souls of the dead, completely by chance, the only souls used were those of women that had died giving birth to stillborn babies. The blade feels the potency of the loss that each of its component souls had experienced, and from that experience the blade was born hating unborn life.
The seed or the eggs of anyone that is harmed by the blade become flawed in some fundamental way from that moment forth. Though these people are still able to impregnate or become impregnated themselves, their unborn children will always be stillborn. It is possible to reverse this effect, though the victim of the blade must be healed magically. Though there will be no actual damage to be healed, the healing must be potent enough to heal a level of aggravated damage.
Though the blade passes harsh judgment on anyone it harms, it does not cease to function when it is not being used as a weapon. Any pregnant woman that comes in contact with the bearer of the blade in any way will find come the time of her delivery that the child will be birthed stillborn.
Even the wielder is not immune to the effects of this foul weapon. Anyone that attunes themselves to it, even for a moment, will never have live offspring for the rest of their lives. Any man that wields it will bear seed that will leave the child dead at birth, and any woman that wields it will find all of their babies dead. The Sorrows of Stillborn Children is a harsh and unforgiving weapon to whoever wields it. No amount of healing magic can undo the damage it does to its owner.
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