DarkPhoenix/Genesis

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Genesis Armour

Artifact 5
Surgically Crafted Soulsteel/Orichalcum Armour
Commitment: 12 motes
Requires: Strength 3, Dexterity 3, Stamina 3

Soak: +xB/+xL (where x = Stamina + Essence)
Harness: y (where y = Stamina)
Mobility: -3
Fatigue: 3

An Abyssal take on the powers of Terrestrial Dragon Armour, this suit of armour is made up of tight-fitting plates of Soulsteel secured to the wearer's skin, thus nothing can be worn underneath, and any armour worn over the top needs to be specially designed. Despite it's form-fitting nature, this armour does not need to be custom-fit; rather, it automatically reshapes to mold itself to the person wearing it, but once it has, no one else can hope to even attune it until the original wearer is dead, at which point it 'resets'.

Appearance-wise, the armour is full-body, even covering each individual finger, but the torso armour is thicker and bulkier than the main suit; this has no effect on armour values, and is purely cosmetic. Similarly, there are upward protrusions from the knees of the suit, and fairly bulky plates around the shoulders, upon which two rectagonal 'fins' are set. Some suits may contain spikes, the helmets having a horn(s), perhaps four eyes, or only one, but, unless the storyteller rules otherwise, or an appropriate stunt is used (at least a 2 die stunt) these are purely asthetic.

The exact appearance of the armour varies based upon not only the Exaltation of who wears it, but also their caste. A Dusk caste Abyssal's armour might be purple and/or white in colour, a Mightnight caste's yellow or cobalt, or a Dawn caste Solar's Saffron/Orange, etc. Alternatively, an Orichalcum suit might simply be gold, and a Soulsteel suit black, but regardless of the appearance of a Soulsteel suit, no souls are ever seen in it's surface.

This suit provides soak equal to the wearer's Stamina + Essence, and a Hardness value equal to the wearer's Stamina. The suit has a fatigue penalty of 3, and a mobility penalty of -3

Anyone can attune this armour, and it's cost is always 12 motes, even for non-Abyssals. In addition to this cost, however, the armour causes an automatic 2 Lethal Health levels of damage when attuned, as it crafts itself to the wearer's flesh. Abyssals can heal this damage normally; non-Abyssals can not, only healing one level, the other remaining committed. Furthermore, Abyssals can freely take the armour off, the bolts simply giving way, while non-Abyssals have to have them surgically removed, suffering 2 automatic Aggravated Health levels of damage. In either case, the helmet can be freely removed without issue, and if the armour is ever removed, it needs to be re-grafted, causing the damage again.

There is one fatal clause to this armour's attunement, though. If a mortal tries to attune it - which they can by commiting 2 Willpower - then they are instantly consumed by the armour. Similarly, Terrestrial Exalted suffer an Essence drain if they attempt to attune the armour. Every five hours wearing the armour they must make a Stamina + Resistance roll, difficuly of (6 - the character's Essence, to a minimum of 1) or lose a permanent dot in Essence for the duration of the armour's commitment; this loss does return if the armour is successfully removed. If, however, they lose all dots of permanent Essece, they too are consumed by the armour.

The armour has several powers built into it:

  • +2 to all Awareness Checks made while inside, due to the sense-sharpening equipment.
  • For 2 motes per minute, the user may activate the Essence Sight power, which functions in all ways as the Solar Charm All-Encompassing Sorcerer's Sight
  • Add two dice to Endurance and Resistance rolls made again poison and disease while inside
  • For 1 minute (20 rounds) every hour, the armour can enter 'full-power' mode. While in this mode, the armour's fatigue and mobility penalties become 0. A level 4+ Abyssal Hearthstone set into the socket located inside the chest plate negates this time limit, allowing it to operate in full-power mode indefinately, however, while in full-power mode, the Hearthstone provides a 0 mote regain, although it's power can still be used; if the suit is set to 'low-power', the Essence regeneration resumes as normal. As a bonus, this regeneration even works outside the Underworld.
  • During 'full-power' mode, the character can reflexively spend 1 mote to activate a pair of Essence burners built into the shoulders. This has two effects:
    1. The jets slow the character's descent, causing them to take no fall damage. This effect takes place only if the character is currently falling, and must be activated the turn the character would strike the ground to prevent the damage.
    2. The jets can also be used to boost a jump, doubling the distance travelled, after jump-increasing effects have been calculated.
  • The armor doubles the user's ground speed.
  • The two shoulder fins of the armour can be used to store a weapon each, and this functions exactly like Void Sheathing Technique, save that the character can store any weapon they wish inside; however, damage done to the fin would cause the weapon stored inside to be ejected, should the character steal and store an enemy's weapon during battle. If no weapons are stored in these fins, than they can produce a weapon for a commitment of 1 mote; the left 'contains' a Genesis Fang, and the right a Genesis Sling (below)
  • Additionally, the shoulder fins can split open an fire out shards of metal at close range. This weapon can be fired twice a turn at full pool, but no extra action charms can be used, and the character can not split his pool. Use Dexterity + Athletics or Archery to hit, and add successes as normal. Accuracy +3 Dmg 3L Rate Special Range 5 yards. These shards ignore non-magical armour.
  • The final ability of the armour is called the Abyssal Terror Field, or AT Field. By reflexively spending between 2 and 2x Essence motes, and 1 Willpower, the character can create a near impenetrable barrier. With the barrier up, the character counts as being behind full cover, and cannot be attacked unless the would-be attacker can break through the field; breaking through the field requires doing as much damage to it as motes spent into it. The field has a soak of 10B/5L/0A. If the field is broken, the character is stunned for the rest of the turn, and can do nothing except use any reflexive defence charms. Any attacks against them during this period count as surprise attacks. This ability can also be used offencively at a range up to twice the character's Essence, 'thrown' using the character's Dexterity + Athletics or Thrown, adding damage as normal, with a base Lethal damage of half the motes spent charging the wall.

There are also Orichalcum versions of this armour, although the Soulsteel versions are more common; Soulsteel is far easier for Abyssals to get access to than Orichalcum is Solars. The only difference between the two versions is that Solars are the 'natural' wearer's instead of Abyssals; treat Solars as Abyssals for the cost of attunement, and Abyssals as non-Abyssals.


Genesis Fang

Soulsteel/Orichalcum Knife
Artifact 3
Commitment: 1 mote if produced by the Genesis Armour, 4 motes otherwise

Melee: Speed +0, Accuracy +1, Damage +2L, Defence +0, Rate 3
Thrown: Accuracy +0, Damage +2L, Rate 3, Range 15

A weapon designed to harness the violent and destructive negative energy of the Underworld, this weapon is capable of devastating damage, despite it's simple design. For 1 mote, the character can cause the blade of the knife to resonate with negative energy and glow a pale white for a scene, causing it to do Aggravated damage instead of Lethal, as well as ignoring armour not made out of one of the five magical materials. If the weapon is thrown, this resonance will fade at the end of the turn, and must be 'turned on' again.

Orichalcum versions of this weapon exist, using the exact same stats, that harness the power of the Unconquered Sun instead of the Underworld, glowing a bright orange when charged. This weapon is usually only available to those wearing a suit of Genesis Armour. This weapon does not benefit from any magical material bonuses; too little of the materials in question are used.

A few non-magical Genesis Fang's exist as well, and these are treated the exact same, save that they require no commitment, and 1 Willpower must be spent to charge them for the scene; these versions tend to glow a pale yellow, as they benefit from neither the necrotic energies of the Underworld, nor the heat energy of the Unconquered Sun.


Genesis Sling

Soulsteel/Orichalcum Sling
Artifact 1
Commitment: 1 mote

Accuracy +2, Damage 3L, Rate Special, Range 100

A strange metal construct designed to propell shards of metal by harnessing Essence, these, despite the name, are actually archery weapons, and, as such, do not add the character's strength to the damage; successes are added as normal though. To actually use the weapon, the character must spend 1 mote of Essence, but can fire up to 3 shots at full pool; no extra action charms or pool-splitting may be used, however. These weapons do not benefit from the magical material bonuses.

A few non-magical Genesis Sling's exist as well, and use the same stats, with the following differences. The weapon has no commitment cost, but now has an ammunition limit of 11. The ammunition actually used is a metal basing, packed with approximately half a shot's worth of firedust, caped by a metal slug. This ammunition is rarely seen outside of the South, either in Creation or the Underworld, and require Intelligence 3 Craft 2 Resources 2 to make.

Comments

This armour was inspired by the Evangelions from the anime Neon Genesis Evangelion. If you're not sure what it looks like, either use your imagination, or try a quick Google image search. - DarkPhoenix

I've changed the Genesis Fang from Artifact 1 to 3, and added a commitment clause to the armour. - DarkPhoenix