LeumasWhite/Artifacts

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Artifacts

Level 1

Level 2

Brand of Spirit Hindrance</b>

In progress!

Level 3

<b>Red Thunder Ribbon</b>

In progress!

Level 4

<b>Traveller

Orichalcum reaper daiklave
Speed +10 Accuracy +4 Damage +4L Defence +1 Rate 5 (PowerCombat, including material bonus)
Commitment: 6 (orichalcum), single hearthstone socket

Though it may be a fearsome weapon in the current Age, Traveller was originally little more than a test; one of its creator’s first forays into the military applications of Elsewhere. Vesan Kata, a Dawn Caste, often witnessed his Twilight brethren make use of this mysterious and ill-defined space, and just as often wondered if it could not, perhaps, be better utilized on the battlefield. Thus, he removed himself from his duties for some time, and after a few years of research began producing many artifacts and Charms based on his studies. Armor and weapon-calling magics, devicess that could move whole armies at a time, blades that could strike foes miles distant; all these were the results of the Dawn’s labours. Traveller was the first of these weapons, and though it was far outclassed by later blades, its position as the first of Vesan’s creations made it his favored choice.

Traveller appears as a slim, perfectly symmetrical glass daiklave, with carefully calligraphed, sky-blue runes running down its middle. The orichalcum hilt bears the sigil of the Dawn Caste, as well as Vesan’s personal glyph, and has a socket for a single hearthstone on the opposite side. Along the weapon’s edge, space seems to distort slightly, as it it was being viewed through a warped lens. As the weapon strikes, the blade seems to slide into whatever it has been placed; in reality, it moves through Elsewhere to another point within the user’s sensory range. The only limitations on this are that the blade must both enter and exit a fairly solid, non-living material (dead logs, stone walls, armor plates, etc, whether or not the material is currently in motion doesn’t matter), and that it cannot directly wound; its motion through Elsewhere is not optional. Similarly, parrying with the weapon requires a quick mind, as it cannot stop an enemy’s weapon without first passing through another substance.

Creative users will often find a way around this, though; thrusting into an opponent’s breastplate and letting the blade strike from the inside of said armor, blows to the opponent’s feet through cobblestones, or attacks from the inside of the poor victim’s tankard are all viable choices. It is up to the Storyteller how difficult each strike is to defend against, though most will catch the victim unawares, and strikes against armoured opponents will be very lethal indeed (usually ignoring armor soak, and at +4 difficulty to defend against, if defence is even possible).

Power ••••, Usefulness •••, Game Impact •••, Script Immunity ••••
Drawback •••• (Component ••, Notoriety ••)

Level 5

The Hollowed Bindings</b>

You guessed it... in progress!

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