Artifacts/HarenArtifactNA

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Plot Element Artifacts

by haren


Distaff of Uncharted Fates</b>
Artifact <b>N/A</b>
Primordial artifact
Requires: nothing; Commitment: 8 motes

The last of the artifacts created to corrupt and destroy the Celestial Exalted, this staff is forged of Starmetal and the threads of potential fates never met, yet still possible. This grants the staff it's own will, a desire to fulfill some of these fates (though no one, not even the Yozi who made it, know which fates it works towards). But, the staff is powerless on it's own. It requires the energy of one living and filled with the power of the Loom of Fate, waiting for one of the Star-Chosen to take it up. Upon such happening, both are unmade from fate, becoming more than just outside it, but unable to be seen from Heaven. They become a force of potential futures, changing fate in a way within yet without fate like the powers of Essence.

The wielder is outside of fate for the purpose of most Astrology and all Sidereal Charms. As they are invisible to the Loom of Fate and Heaven, they can no longer use Astrology in the normal fashion, but with the Distaff they do not need to resort to the aid of the Pattern Spiders. No other Sidereal can aid them but their target number for performing any action of Astrology is always 4 and they add 3 dice to the effect roll. Horoscope and Craft (Fate) rolls still add dice as normal. Lastly, since they are invisible to Heaven, while wielding the staff, the user never suffers the effects or gains Paradox. This means that the wielder is capable of weaving or unweaving powerful Astrology effects almost instantly, and is always capable of canceling their own effects reflexively.

The problem is that the staff's desires also weave fate around their wielder, tangling them so that they find themselves drawn towards fulfilling such desires. In effect, they have effects placed on themselves by the staff. It is capable of any effect that it needs, though they tend to effect the virutes or willpower of the holder. These effects are capable of being beyond the normal Essence limit as they are really bound to the Disstaff and just affect the holder rather than being attached to the Sidereal themselves. Also, these effects are unable to detected by the holder due to an interaction with the Great Curse.


<b>Helm of Adept's Farseeing Intuition</b>
Artifact <b>N/A</b>
Primordial artifact
Requires: nothing; Commitment: 8 motes

Another artifact created as a trap, this great orichalcum helm has fine needles inside it, with a crystalline visor so perfect that it is almost invisible. When worn by a Solar attuned to it, they find even the movements of others obvious. Their own skill gives them insight that makes them prescient to a degree. It taps into the power of their perfection, moving past the defenses of others or any attempt to hold back their actions. The effects are many. First, all reflexive dice adders no longer count as Charm usage. Second, the wearer can never be caught by suprise, as they always see things coming. Dice Adder Charms with an instant duration (usually combat based) now last for a scene. Lastly, when adding dice with a Charm, anyone who would make an opposing roll, finds their dice pool(s) reduced by as many dice as the wearer added. They have seen how someone would parry or dodge, and their blade is there to meet them. They know what an investigator would look for and can destroy those signs. This can affect both the parry and dodge pools of someone attacked, with only one Charm use.

But, this power comes at a high price, nothing less than the sanity of the user. Their own insecurities or fears start to control them, for some of the dangers shown are those of the things they fear. They see their friends envious of their power, and often are driven to strike first. In effect, they gain the derangement of Paranoia. It is mild at first, but grows with wear. The helm was made to fit extremely comfortable with the visor able to retract into it. As such, it can be worn even in sleep. The user must make a Willpower roll (diff 1, but +1 for every 5 days of continuous wear) to remove the helmet.

Note:It is unknown if the Abyssals can use the helmet, though it is possible considering their origins. Considering the nature of the helmet's power, it is easily possible, but still unknown.


<b>Collar of Ancient Beast's Might</b>
Artifact <b>N/A</b>
Primordial artifact
Requires: nothing; Commitment: 8 motes

This collar was one of a few artifacts created by some of the Primordials at the begining of the war against them, as both a bribe, and in the event of their loss, as a trap that could plauge the Gods by using their own creations against them. The exact nature of most were lost to the ages. This collar was given to one Lunar, Nature's Fury, as a gift should he not kill the giving Primordial. He was told that it would grant him to become any of the Primordial's creations, even a Behemoth should he drink it's Heart's Blood. The collar is made from Moonsilver with a red crystalized gem at the front of the collar. This is not a gem at all, but the blood of one of the Behemoth's freshly killed. In effect, this collar adds the form of one Behemoth to it's wearer's animal Library that they can become at the expenditure of 12 motes. This grants them an extra Deadly Beastman gift (1 for each time DBT has been bought) while wearing it, for the power of the Behemoth suffuses them (though this should take something from the form of the Behemoth). Also, the user can become any Behemoth that they taste the Heart's Blood of (harder than it sounds.) For the purpose of anima banner, the forms granted by this collar are "true forms." There is one problem with this though. Every time the wearer uses the collar to become a Behemoth, they do so at the cost of their own mind. They must make a Willpower roll at a difficulty of 2. Should they fail, they lose a dot of Intellegence. Should they botch or reach 0 Intellegence, they suffer the fate of all who have worn the collar before. They become the Behemoth they were imitating, and the collar is eventually shed from them. As a side effect, the spark of their Exaltation is most likely lost forever since few Behemoths are killed in this age.

Comments

I can already sense the squeamish preparing to protest!  :-D I thought I'd roll my Lunar's Willpower to see if he could beat the difficulty, thinking it was too low. But he just barely got 2 successes! I can definately imagine the place this Artifact had in the First Age. - Balthasar

Awesome! Definitely plot-device stuff, but what a plot device! (Although the Distaff badly tempts me to create Bobbin Threadbare, Chosen of Secrets...) -- AntiVehicleRocket