Moxiane/WondersOfTheShogunate
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Wonders of the Shogunate
The time after the Usurpation, during the reign of the Shogun was, undeniably, lesser than that of the Solar Deliberative, but it was still puissant. The weather obeys the dictates of the sky mantis towers that dot the landscape, the harvest is always bountiful as the gods of the fields receive worship and prayer, and the very mountains and oceans will tremble when the Shogunate focuses its full wrath on a single target.
However the individual Exalted who make up the Shogunate, those who lead its armies, summon and bind its demons, and maintain the systems of government, they are far weaker than the slaughtered Solars. With this in mind the Dragon-Blooded of the Shogunate make far greater use of artefacts (both for themselves and for the mortals who make up the vast majority of Creation’s populace) than the Solars ever did. A few of these, most long-lost in the Age of Sorrows, are shown in greater detail below.
Armour
The soldiers of the Shogunate were far better equipped than their equivalents in the Second Age. With many of the factory-cathedrals of the First Age still in working order, well made suits of armour were de rigeur for the common soldiery, and many would retain them if they mustered out in good order. There were, however, some kinds of armour that were more than mere metal and leather, and these were granted to only the finest soldiers.
Ashikaze Armour
Artefact ••
Repair: 1
The naval complement to the venerable and widespread ashigaru armour (see Exalted: the Outcaste) used in the ground forces of the Shogunate for centuries, ashikaza armour provides many of the same benefits and protections as its simpler cousin, while having one major advantage – it can, for short periods at least, grant the wearer the power of flight. It is this ability that the armour was created for, to allow its wearers to act as short-range light shock troops, for use in boarding actions, assaults on cliff-top fortresses and the like. The flight duration is limited and places a great strain on the armour’s systems, and an ashikaze suit that sees a lot of flight will require more frequent maintenance. As with ashigaru armour, a mortal wearing an ashikaze suit ages an additional week for every season or part thereof that he wears the armour in and must commit a point of Willpower to it for the duration (effectively lowering his permanent Willpower by 1).
Providing protection comparable to an exceptional quality reinforced breastplate the small amounts of jade (mostly blue) used in its construction are not enough to grant the magical material bonus to any Dragon-Blooded who wears an ashikaze suit (although the Exalted in command of ashikaze units will have armour and/or artefacts of their own that enable them to keep up), but neither are they enough to prevent the highly-trained mortals that make up the marines of the Shogunate navy from wearing them.
A character wearing ashikaze armour gains the following additional benefits:
- Negate visibility penalties for all light conditions less than “utter blackness” and gains two dice to all Awareness pools.
- Two extra Resistance dice to resist poison and diseases and the user’s breathed air is recycled for up to an hour.
- By spending 1 Willpower (3 motes if the wearer is Exalted), the character can fly at speeds of up to 30mph for an hour, or up to 60mph for 10 minutes. Once this time expires the wearer can reflexively pay again to have the power continue to operate without interruption. Every five minutes of flight counts as an hour for the purposes of maintenance and repair.
Ashikaze armour requires maintenance after every 120 hours worth of use. Every 10 hours of missed maintenance disables one power at random, but an ashikaze suit with non-functional flying gear is either considered a priority repair or is simply discarded, depending on the situation.
Soak (L/B) Mobility Penalty Fatigue Commitment Ashikaze armour 8/7 -1 1 4
Sakura Armour
Artefact ••••
Repair: 3
The most powerful, and most feared, of the kinds of artefact armour designed to be worn by a mortal, the few suits of sakura armour that each daimyo has stay locked away in their armouries, carefully maintained and looked after, but hopefully never to be used. The reason for this is that for a mortal to wear the sakura is almost certain death, as the armour drains the very life from its wearer to provide the power for its systems. While the Dragon-Blooded can wear, and even attune to, a suit of sakura armour they rarely do – the mighty Dragon Armours are more than a match.
Once the armour is activated it glows with a pale, malevolent light from between the plates and joints, as the enchantments within begin to feed on the life of the character, making him – for an all-too-brief flowering – a match for all but the most powerful Exalted warriors. Considered already dead, the warrior is given the finest weapons available and sent out to fight and to win, often against otherwise incredible odds. However, even in glorious victory the warrior is often already dead, and more than once the armour has been opened only for thousands of pink-and-white flowers to spill out in place of its wearer.
The wearer gains protection equivalent to exceptional super-heavy plate armour, as well as the following extra abilities:
- The power of the armour greatly strengthens and quickens the wearer’s body, granting him +2 to all physical Attributes, and doubling his ground speed.
- Enchantments within the helmet sharpen the character’s senses to a superhuman level, giving him two automatic successes on all Awareness tests.
- The power of mortality flows through the armour into the wearer’s weapons, making them bite deeper and more powerfully than a mortal could normally manage. While wearing sakura armour a character’s minimum damage after soak is 3 dice.
- Finally, when sakura armour was first designed the sorcerors knew that it would only be used at the moment of last resort, when every other avenue has been exhausted. To assist the likely doomed soldier the armour allows him to use the artefact weapons usually exclusive to the Dragon-Blooded – he has an effective pool of motes equal to his permanent Willpower which can only be used for attuning to artefacts. However the warrior can never benefit from the Magical Material bonus of any artefacts gifted to him for his last battle.
When the armour is cracked open, for the wearer cannot remove it alone, a terrible price is paid. For every five minutes, or part thereof, that he was encased in the sakura armour he suffers one unsoakable level of Bashing damage. If this is enough to reduce the wearer to Incapacitated or below with Lethal damage then the body of the character disappears, consumed by the dreadful magic within, only to be replaced with cherry blossoms. Should the wearer wear the armour for long enough that he would be consumed by it then he can function for a number of minutes equal to his Willpower before this happens regardless and the sakura armour ceases to move. The armour requires an hour’s maintenance after each use, its destructive nature tends to play out on some of the more delicate components within.
Soak (L/B) Mobility Penalty Fatigue Commitment Sakura armour 13/13 -3 3 9
Skycraft
The major strength of the Shogunate was its navy, specifically those vessels that flew through the skies by means of wondrous Essence manipulators. There were a number of types, from single-person leisure craft up to the unique and gargantuan relics of the Old Realm, but they all made the miracle of flight seem relatively commonplace to the average citizen of the late Shogunate.
Caraptid-class wingboat
Artefact ••••
Repair: 3
The First Age is a time of airborne wonders, battleships capable of levelling entire countries cruise the skies and merchantmen carry hundreds of tonnes of exotic cargo from one corner of Creation to another – the sky is just another playground for the Exalted. For some of them, however, the relatively stately travel aboard an Essence-powered juggernaut is just not... exciting enough. It was for these thrillseekers that the first wingboats were developed – vehicles that flew as birds and insects did.
The Caraptid-class is perhaps the most common of the wingboats, it is certainly one of the few that the Shogunate retains the ability to construct in anything resembling militarily useful numbers. They resemble a gigantic dragonflies forged from jade and feathersteel (and other, more exotic, materials), with wings of glistening adamant and a large bubble of the same material where the head should be. Within this bubble a seat and various controls can be seen, and it is here that the craft’s pilot sits and operates the machine.
A robust vehicle, the Caraptid-class has been equipped for both peace and war with the former being faster and more manoeuvrable but lacking in armament, while the latter are built for toughness and firepower, sacrificing some speed in the process. These differences aside the two varieties are flown identically, and an Exalted trained on one can pilot the other without difficulty.
Combat wingboats have been known to be armed with medium implosion bows, lightning ballistae, Essence cannons and shard casters, and all of them have special Essence-gathering systems that mitigate the potentially ruinous cost of both committing Essence to the wingboat and utilising the weapon – these systems have the effect of reducing the mote cost per shot by half (rounded up).
A Caraptid-class wingboat requires a Hearthstone rated at least ••• and the commitment of 8 motes of Essence for the pilot to get in. There is (just about) space in the back of the pilot’s bubble for a passenger to sit, and the cargo capacity of the craft has half-jokingly been classed as “theoretical”, but since they are most often used for interdiction duty (for military types) or pleasure jaunts this is rarely an issue.
- Wingboats of this class that were built for leisure use the following profile and are generally incapable of mounting an Essence weapon without a major (and risky) refit.
- Speed 10, Manoeuvre +3, Endurance 50 hours/turns, Armour 8L/12B, Health Levels 12
- Combat-focussed Caraptid-class’ use the modified profile below. Any Essence weaponry must be purchased separately, but all of the main varieties have been found in mounted versions.
- Speed 8, Manoeuvre +2, Endurance 50 hours/turns, Armour 12L/16B, Health Levels 16
Raptok-class skyraider
Artefact ••••
Repair: 2
While the Raptok-class was neither the strongest nor the swiftest of its type, it won hearts and minds because of its extreme reliability and ease of maintenance compared to some of the more “prima donna” skycraft that made out the navies of the daimyos. Several hundred of the Raptok-class have been made (no few survive the fall of the First Age and make it through the early centuries of the second as a result of these sheer numbers).
Approximately 15 yards long and 5 wide, with large golden Essence-collection vanes that unfold from the rear dorsal and ventral surfaces (and retract during landing), they operate with a six-man crew (including an Exalt to pilot the ship). The pilot of the skyraider must first insert a Hearthstone of at least ••• into a socket set into his console to provide the initial surge of Essence to bring the rest of the ship to life. He must then commit 8 motes to create the bond that allows the ship to be piloted.
They are often deployed as escorts or as covert insertion vessels, and are particularly well-suited for the latter task due to the ability of the Raptok-class to operate for extended periods with the collector vanes closed (although this inflicts tremendous strain upon the craft – every hour of flight in this manner counts as 5), greatly reducing their chance of being seen. Apart from their crew these ships can comfortably accommodate a gunzosha fang for an hour or two or, if being cramped is not considered a problem, an entire scale of ashigaru/ashikaze troops for about the same time. Troops can deploy rapidly from the sides of the skycraft, due to having a pair of doors, large enough for two armoured men to walk abreast, on either side.
The armament of the Raptok-class is not spectacular, usually limited to either a pair of light implosion bows for those meant for covert ops, or a single lightning ballista for more directly combative models. Regardless of armament the weapons use the “common” profile given in Savage Seas, the motes required to power them are supplied directly by the Essence vanes (and hence they cannot be used when the vanes are retracted) allowing them to be fired by the unExalted crew. Unfortunately this direct connection means that any attempt to remove or salvage the weapons from a crashed skyraider is almost certainly doomed to failure since they will likely be damaged beyond repair in the attempt (although cannibalising for spares is a common procedure under certain circumstances).
- The standard profile of a Raptok-class skyraider is
- Speed 3, Manoeuvre +1, Endurance 30 hours, Armour 16L/20B, Health Levels 20
Firehawk-class destroyer
Artefact N/A
Repair: 2/5
A companion to the Skywolf-class of mid-range attack vessels, the Firehawk represents the pinnacle of its type for ship-to-ship combat. Extravagantly armed, with three lightning ballistae (all powered by bound elementals), a pair of large shard casters and a quartet of medium implosion bows on a dorsal mount, there is little in the armouries of the Shogunate that can withstand the assault of a Firehawk-class that isn’t its twin.
In appearance a Firehawk looks vaguely like a stooping bird of prey, its long body has short protrusions from the port and starboard sides on each of which one of the ballistae are mounted on gimbals to allow the gunners to aim them quickly and easily. The third one is set where the beak of the hawk would be, giving it an unobstructed view ahead of the skyreme and making it both the first weapon to fire and the first part to be shot at. The shard casters are mounted at the bottom of the ship, in a position analogous to the talons of a hawk, they slide forth through slots that open in the belly of the craft (these slots take three turns to open or close fully), while the dorsal “fin” provides an unobstructed field of fire for the rosette of implosion bows above. These four medium bows are mounted in such a way that two can be trained on any single target within range.
To be able to fly at all a Firehawk requires an Air-aspected Hearthstone rated at least •••• to be placed in a socket in front of the captains position and at least 5 separate Exalted must each commit 5 motes to the craft (one for each lightning ballista, the captain/pilot and one to watch & control the Essence collectors). The mortal crew, numbering an additional 30 souls, all of whom are highly trained and the equivalent of a savant of First Age lore in the Age of Sorrows can fire and maintain the remainder of the weapons as well as performing all the sundry tasks required to keep this marvel of First Age power in the skies.
Every three hours of flight (or five turns of combat) will require an hour’s maintenance for the strained systems of the Firehawk, but this maintenance can be managed by the crew using materiel and spares that are usually stored in the lower hull (use the lower of the two Repair values). For every 20 hours of maintenance that she is in arrears one class of weapons will cease to function (i.e.: the lightning ballistae will all fail at once), and only once all three of these die will the engines that keep the great craft aloft fail. Every 100 hours of in-flight maintenance will require a full overhaul of the vessel, which can only be performed at a major dry-dock or other site with similar facilities, completing this is a Repair 5 task.
- The profile of a Firehawk-class destroyer in good working order is as follows
- Speed 7, Manoeuvre +0, Endurance effectively unlimited, Armour 24L/36B, Health Levels 90
Weapons
For centuries the Shogunate struggled with an uneasy peace, as the various daimyos jostled for position and influence with each other and the Shogun. Intrigue and innuendo were their tools, but when the talking was over the fighting would begin, and it was with powerful weapons that battle was joined.
Dragon-Bone Staff
Artefact ••••
These ancient and powerful weapons date back to the days of the Usurpation, where they were used by the strongest warriors available to the Dragon-Blooded Host in the initial battles against the Anathema. Their wielders fell to a man, of course, even these mighty artefacts could not stand against the unleashed wrath of a puissant Solar, but they were retrieved, and later used in the smaller battles that raged on in those early days. They distinguished themselves greatly in these days, becoming honoured weapons granted to the favourites and champions of the generals.
Only five were ever made (one for each of the Elemental Dragons, to whom these weapons were dedicated), for that was all the effort and expense that could be afforded, and the secrets of their design and manufacture died with their creator, murdered by his former liege for his treachery. They are said to be scattered across Creation, in the armouries of unnamed daimyos, although persistent rumour places one within the Imperial Arsenal.
Each dragon-bone staff is considered to be permanently under the effects of Dragon-Graced Weapon (Exalted: the Dragon-Blooded p. 207-8) appropriate to the type of jade it is made from – this is cumulative with the actual effects of the Charm should the wielder use it herself. Furthermore a dragon-bone staff can be used as the signature weapon for the appropriate Immaculate martial arts style (i.e.: Inferno can be used in combination with Fire Dragon Style), although this use does not grant the special bonuses for the normal in-style weapons.
Beyond the powers listed above, each dragon-bone staff further abilities unique to it, which are explained in detail below:
- Blue Jade (Air): The staff known as “Tempest” is charged with the power of the Air Dragon, raw lightning dances over it and its wielder, strengthening her blows, and allowing her to hurl mighty blasts of lightning at her enemies, should she so desire. Every blow made with Tempest has its damage increased by the wielder’s permanent Essence, furthermore for the expenditure of 4 motes the staff emits a bolt of lightning that does a base damage of 20L out to a range of 100yards. This bolt is treated as a melee attack, although it is also compatible with Thrown Charms and those of Air Dragon Style.
- White Jade (Earth): The unstoppable might of the Earth Dragon resides within the staff named “Avalanche”, rendering it nearly unstoppable in combat, knocking aside swords and shields, and capable of shattering stone walls with a single powerful blow. Any attempt to parry an attack made with Avalanche has its successes reduced by half (rounded up). Furthermore, should the Dragon-Blood channel 4 motes into the staff then all damage inflicted on non-living objects (walls, ships, automata, etc…) with a single attack is doubled.
- Red Jade (Fire): The dragon-bone staff called “Inferno” taps into the wrath of the Fire Dragon, turning the weapon into a white-hot instrument of vengeance capable of destroying even the mighty Anathema. Attacks made with Inferno cannot have their damage reduced by the soak of the target to less than twice the Exalt’s permanent Essence. Further, by spending 4 motes prior to an attack Inferno will inflict Aggravated damage on the character’s foe.
- Black Jade (Water): Given the name “Maelstrom” by its creator, this staff is filled with the patient cunning to the Water Dragon, causing his blows to strike the target where others might fail, and to do so with the full force of the unbridled ocean. All attacks made with Maelstrom inflict Piercing damage and the wielder can choose to reflexively spend 4 motes to reroll all dice on a damage roll were not successes.
- Green Jade (Wood): The dragon-bone staff known and feared as "Vitriol" is laced with the blood of the Wood Dragon, redolent with vicious poisons that will make even the smallest wound fester, and laced with spores that can rip a man in half from the inside as they grow like lightning. Every attack made with Vitriol that successfully connects with an opponent has one third of its post-soak damage (rounded up) converted into automatic successes while the rest of the damage pool is rolled as normal. Should the Exalt channel 4 motes into the staff then the target suffers extra dice of damage equal to the successes on the damage test – this extra damage is unsoakable.
A dragon-bone staff can only be attuned to by the Terrestrial Exalted, and then at a cost of 8 motes of committed Essence. They all have a single Hearthstone socket set at the centre of the staff, and if the aspect of the stone matches the element of the staff, then the attuned Exalt receives a 50% bonus on the Essence regeneration that the stone grants. The profile below includes the Magical Material bonus to Speed granted by the staves’ jade construction.
Speed Accuracy Damage Defence Rate Minimums Dragon-Bone Staff +13 +4 +10L +3 5 S•••, D•••
Shard casters
Artefact ••• to •••••
Repair: 1 to 3
A particularly nasty weapon developed in the latter days before the Usurpation and primarily meant for use as crowd control weapons in situations where Essence cannon would not suffice, shard casters launch rapidly spinning pieces of razor-sharp adamant at terrible speed towards their targets. Somewhat more complex to design and maintain than Essence cannon, they have never been as popular due to their need for ammunition in the form of specially treated liquid adamant stored in a reservoir to the rear of the weapon (each tankful costs Resources equal to the artefact rating of the shard caster).
When activated tiny threads of adamant are spun into a triangular shape by means of a series of cunningly fashioned arms within, before a rapid blast of air Essence propels it out of the weapon and towards the target, where the wickedly-sharp crystal can slice through armour and lop off limbs with alacrity. What gives shard casters their unpleasant reputation is the fact that they can be fired in one of two modes – a single bolt of adamant that is deadly accurate and inflicts tremendous damage upon its target, or a spray that shatters the adamant as it leaves the weapon, greatly reducing its effective range, but which fills a conical area in front of the weapon with a lethal cloud of razor-edged glass (the width of the cone is one-quarter of its length).
Three type of shard caster are in general use; the smallest are man-portable and can be operated by a team of two (one carries spare tanks), those of moderate size can be used by warstriders and wingboats or as a field weapon in battle, while the largest are restricted to field fortifications and skyremes. All three types hold enough liquid adamant in the single tank for 10 shots, and reloading it is a relatively simple process of swapping a full tank for one that is empty (this process requires two combat turns to complete).
The repair ratings listed below represent the frequency with which a shard caster must be maintained to remain at peak efficiency. A shard caster that becomes five hours of maintenance in arrears will cease to function. The range listed for the “spray” mode is an absolute value.
Accuracy Damage Range Rate Rating Repair Small shard caster - single +2 10L(P) 100 2 ••• 1/100 shots - spray +3 5A 30 2 Medium shard caster - single +1 20L(P) 200 1 •••• 2/50 shots - spray +2 10A 60 1 Large shard caster - single +0 30L(P) 400 1 ••••• 3/20 shots - spray +1 15A 120 1