Artifacts/HarenArtifactTwo
Level Two Artifacts
by haren
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Velvet Gloves of the Iron Caress</b>
Artifact <b>••</b>
Velvet gloves
Speed +3 Accuracy +0 Damage +3L or B Defense +2
Requires: Strength 1; Commitment: 5 motes
These are well-crafted gloves most often made from velvet, though there are leather versions. These are black elbow-length gloves with woven Soulsteel with a quicksilver sheen to it curling through them. These Soulsteel threads curl around red runes in the fabric. There is a setting for a Hearthstone on the left glove. They are a fearsome weapon in that they give even a light touch or caress the force of a vicious strike. This allows the wearer to do Lethal or Bashing as they wish, though they can not parry Lethal attacks without a stunt or Charm. Because even a light touch can be an attack, anyone trying to parry or dodge these attacks is at -2 dice. The Soulsteel in the gloves channel the vital energies of those struck back into them, flinging them back. For every Health level of Bashing suffered, the victim is flung back 1 yard, for every Lethal they go flying back 2 yards. Lastly, the player of the character wearing them can set a threshold of damage, above which any extra damage successes are ignored. The force of the blow is more of will and therefore can be guided more easily. While Soulsteel is part of their construction, there is no higher commitment amount for non-Abyssal Exalts. There are said to be level 3 versions of these gloves that can be used by non-Exalts without the commitment of essence.
<b>Tears of Ahriman</b>
Artifact <b>••</b>
Tainted potion
Requires: Stamina 3 (otherwise death); Commitment: None
It is said that when the Malfean who is sometimes called Ahriman first awoke from his Deathly Sleep to look upon the Creation he had lost, he cried out a sea that still exists. This passage was the source of inspiration for the foul mixture known as the Tears of Ahriman. Seeped in necromatic power and made from ingredients too foul to contemplate, this potion works powerful changes on a mortal body. They suffer two health levels of aggravated damage as the power rips open paths in their Essence, opening doors not meant for the merely-human body. Afterwards, they have a peripheral essence pool of their Willpower x 2. They have an Essence of 2 and heal as an Exalt. They also gain use of the Charm Crypt Bolt. But this is only a temporary change, for once their essence pool is spent (and it does not refill naturally with respiration as an Exalt's does), they revert to human -- and this power, while costing a high price in pain, is addictive. The mortal who drank the potion rolls Willpower + Temperance at a difficulty of 3, and needs a total of 7 successes to break their addiction.
Should the sea of tears still exist, the potion would work differently: the human would gain Willpower x 3 in essence, and also gain Essence Scattering Blast and Breath-Draining Prana on top of Crypt Bolt. The potion would be an Artifact level 3. But if the sea does exist, it is in unexplored and highly dangerous parts of the Labyrinth. It also has an addiction difficulty of 4 and 10 successes are needed to break it.
Taking this artifact once provides a single drink of the liquid. Should an Exalt drink it, it provides no bonus beyond giving them their Willpower in Essence back; they suffer no damage, and they must contend with the addiction as normal.
Note: The use of this Artifact can allow a mortal to cast spells of Shadowlands Circle of Necromancy (with learning of the knowledge to use something equivalent to the Charm), as it provides someone with the the talent needed to use their knowledge.
<b>Quill of Bone Dust</b>
Artifact <b>••</b>
Mystical quill
Requires: None; Commitment: 2 motes
This quill is made from bone, carefully carved into a form resembling a quill so much that the "feather"'s vanes flex and bend. The shaft is coated in a special alloy of soulsteel, Shimmer. The quill is similar to the Silver Quills of the Exalted, but differs in one important aspect. The owner may write (though not understand) any language (including pictograpic ones) that is remembered in the Underworld, as long as they know of its existence. This is useful, since many ghosts prefer to receive missives in their native tounge.
<b>Charm-Stabilizing Web</b>
Artifact <b>••</b>
Amulet Web
Requires: None; Commitment: 4 motes
This web of wirework made from the Five Magical Materials and different gems is capable of altering the nature of one Charm at a time. A normally scene-long Charm may be made to last for an entire day with mild concentration while initiating it. The web actually changes the weave of the essence, forcing it into a more spell-like configuration. The essence is still commited to the Charm as long as it is active. There is a downside though, because of the change the Exalt can no longer end the Charm at will. For the Charm to end before a day has passed, countermagic (either Sorcery or Necromancy) must be used on it. This just snuffs out the Charm without side effects. Since it draws small amounts of essence from the environment to keep the Charm fixed, when the Exalt is within (Essence x 100 yards) of a Manse or Demense, the gems in the web glow softly.
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