DarkPhoenix/UltimaWeapon

From Exalted - Unofficial Wiki
Jump to: navigation, search

Ultima WeaponDarkPhoenix/B>

Artifact N/A
Commitment: 2 motes, plus costs of Masamune and Muramasa (18 total)
Melee: Spd +16, Acc +5, Dmg +9L, Def +9, Rate 4/4 (up to 4 attacks, and up to 4 parries)
Range: Acc +4, Dmg 10L, Rate 2, Rng 15, Ammo 11

This weapon has 10 Hearthstone slots, 6 on one blade, 4 on the other.

<b>Ultima Weapon

The true form of the ultimate one-of-a-kind weapon forged by Autochthon pre-First Age, this weapon was split into two seperate pieces, Masamune, Bushido Blade and Muramasa, Tenchu Blade, so as to safely control it's raw power. By committing 2 motes, on top of the 16 mote total commitment costs of both Masamune and Muramasa, the Ultima Weapons is 'forged' by combining the two swords at the hilt, forming what was dubbed a 'butterfly sword'; this is a simple action.

Containing the raw power of the Ultima Weapon isn't without hazards. It is only safe to wield the completed Ultima Weapon for Essence x3 turns. After that time, if the Ultima Weapon is still in it's completed form, it causes Essence levels in automatic Aggravated damage every turn. The weapon can be seperated reflexively at any time, at which point the character gets back the 2 motes spent to forge the weapon. Note that after seperating the weapon, it's not safe to reforge it again for an hour, otherwise the character immediately starts suffering the damage.

For as long as the Ultima Weapon is combined, the character has access to the pseudo-Spells below. If a Hearthstone of the appropriate attunement is set into one of Ultima Weapon's Hearthstone slots, the cost of the spell of that alignment is reduced by 5 motes, e.g. a level 4 Solar-aspect stone reduces the cost of Ultima by 20 motes. The caster themself is immune to the effects of these abilities (save for Unconquered Ruby Guard, of course). Additionally, the character can opt to reduce the cost by 10 motes by 'spending' 1 Lethal Health level. For the purposes of reducing the dice pools of these techniques, treat Ultima, Doomsday, Meteor, and Sin Harvest as having twice the character's Essence in automatic successes.

Kamido AbilitiesDarkPhoenix/B> (Way of God)DarkPhoenix/I>

  • Ultima (60 motes, 2 Willpower, Essence Turns, Special) - Solar - This ability counts as a spell of the Solar Circle for the purpose of determining casting time. For the duration of the spell, the exalt raises a single hand above their head, whereupon a giant sphere of golden energy grows, bright enough to rival the light of the sun itself. When the shaping is complete, arcs of golden light fire from the sphere, the beams of solar energy homing in on every enemy within Essence x5 yards. Potential targets can attempt to dodge the beams, but without a perfect defence Charm, they need to succeed on a dodge roll with a difficulty equal to the character's Essence, and must continue to do so as long as the beams are in existance (the character's Essence in turns). The beams of light do 10A damage per turn, and ignore all armour not forged of Orichalcum; armour cotaining Orichalcum, but not to the point of making Orichalcum the dominant material, do not count as Orichalcum. Terrain and fortification is destroyed instantly, plants catching fire, and rocks turned to molten slag; again, fortifications made of Orichalcum are immune. Linewise, Solars are completely immune to the damage, as it it the wrath of the Unconquered Sun himself made manifest.
  • Doomsday (50 motes, 2 Willpower, Essence Turns, Special) - Lunar - This ability counts as a spell of the Celestial Circle for the purpose of determining casting time. This ability draws on the strength of the Wyld itself, reshaping an area Essence x10 yards around the character into a strange combination of both Wyld and Creation. This field of warped reality is just as damaging to creatures of the Wyld as it is those not of the Wyld. For as long as the field exists, everything, friend _or_ foe_, inside it bar the caster suffers from Essence dice of aggravated damage, which can be soaked using the afflictee's Essence only. For every 3 levels of Aggravated damage a victim takes, they suffer from 1 random Wyld mutation, as well as losing a permanent point of Essence. Beings who run out of Health levels before they do Essence simply die, while those that lose all their Essence first become Wyld beasts. Those rare few who manage to survive are forever twisted and deformed; the mutations and Essence lost are permanent. Creatures of the Wyld caught under the influence of the field don't suffer from the essence loss or mutation, but instead take 2 extra dice of Aggravated damage instead. Those wearing Moonsilver armour take half as many dice each turn, rounded up, while Lunars, with their protean nature and natural affinity with the Wyld, are immune; note that, while this counts as an external shapeshifting effect, this ability pre-dates Lunar tattoos, so their immunity is a natural immunity.
  • Meteor (50 motes, 2 Willpower, Variable, Special) - Sidereal - This ability counts as a spell of the Celestial Circle for the purpose of determining casting time. For the duration of the spell the Exalt must remain stationary, one hand raised above their head, a column of crimson energy reaching far into the sky. By the time the casting is complete, the sky will be darkened by a giant reddish ball of rock and fire. Roll 3 d10's. One of them will be used to determine how many turns it will take for the attack to strike earth, another will be used to determine how large an area is affected (in hundreds of yards) and the final die will be used to determine how many damage dice there will be (multiple by 15B). The Storyteller decides which die will be used for what value. The turn after it strikes the ground, the meteor will explode in a shower of harmless light and dust. Through odd twists of fate, the character and his allies will be caught in 'poc-marks' in the surface of the meteor, and avoid damage entirely. However, due to their bindings with the Maidens, and their ties to the loom of Fate, Sidereals will be affected by the same odd twists of fate, and are immune to damage, while those wearing Starmetal armour will be half as fortunate, taking half damage. This technique actually warps Creation, slowing time in the area of effect (one turn in the area of effect is actually ten minutes outside), and as such, it draws the attention of the Incarnae.
  • Sin Harvest (50 motes, 2 Willpower, Instant, Special) - Abyssal - This ability counts as a spell of the Terrestrial Circle for the purpose of determining casting time. When the Essence shaping is complete, beams of dark energy shoot out from the Exalts hands, striking up to Essence targets within Essence x10 yards of the target. Those thus struck are instantly reduced to the -4 Health level, 0 motes, and 0 temporary willpower. This ability is never lethal, but those afflicted should flee ASAP. Abyssals suffer no ill effects from this negative energy, as the darkness from their corrupt souls actually absorbs it; Abyssals gain twice the character's Essence in motes. Characters wearing Soulsteel armour are similarly immune, but gain no motes. At Storyteller discretion, the beams of dark light _may_ be avoidable using perfect dodge and/or 3 die stunts.
  • 10,000 Needles (30 motes, 1 Willpower, Instant, Simple) - Alchemical - This ability ignores soak entirely, and always does 10L automatic damage. The hit, the character must succeed on a Dexterity + (Athletics/Archery/Thrown) + Essence roll, difficulty of the target's Essence; if the character's essence is higher than the target's, the attack automatically hits. Alchemical's are immune to the effects of this ability, the needles failing to do damage to their clay-and-steel skin, as are characters wearing Adamant armour.
  • Unconquered Ruby Guard (30 motes, 2 Willpower, One Scene, Special) - This ability counts as a spell of the Terrestrial Circle for the purpose of determining casting time. Combining the effects of Ruby Light and Mighty Guard, once in effect this allows the character to reflect any attack he wishes within Essence yards of himself, even if he is not the target. Attacks with no physical component, or other magical attacks, can also be reflected. However, on any turn the character takes an action instead of focusing on the shield, the perfect reflection does not apply.

<b>Omega Weapon</b>

A Soulsteel version of the Ultima Weapon, this weapon has the same abilities as above, but uses the following stats:

Melee: Spd +16, Acc +3, Dmg +10L, Def +7, Rate 3/3 (up to 3 attacks, and up to 3 parries)
Range: Acc +2, Dmg 12L, Rate 2, Rng 15, Ammo 11

===== Comments =====