TheGatesOfCreation/HeavensArmory

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Skybreaker
Orichalcum & jade flamepiece

One of the legendary weapons of the Primordial War, Skybreaker is the apotheosis of the flamepiece design. An elegant, long-barrelled weapon with stock carved from hard-grained wood grown from a now-extinct forest on the slopes of Mount Meru, its centrepiece is the Five-Dragon Congregator. A fist-sized sphere of celestial crystal containing a self-replenishing reservoir of five liquid jades and controlled via a series of intricate yet intuitive dials on the side of the weapon, this masterpiece of alchemical engineering can synthesise alchemical shot. Skybreaker is also capable of firing relic shells (artefact-rated “bullets”), which are both rare and difficult to create. The weapon requires the commitment of 10 motes to be used and has sockets for two hearthstones set into the stock.

Speed 5, Accuracy +4, Damage 16L, Rate 3, Range 75, Ammo Infinite / 1, Mins: Dex •••• Archery •••••, Tags: F

Skybreaker has the following additional powers:

  • By taking a miscellaneous action (Speed 6) the wielder can set Skybreaker to fire any type of alchemical shot for which he knows the formula. This can be done reflexively if the Exalt spends 3 motes.
  • Attacks made with Skybreaker never suffer from, or cause, multiple action penalties.
  • Damage inflicted on demons with Skybreaker cannot be reduced to less than eight dice by any means.
  • By spending 7 motes the wielder causes all attacks made with Skybreaker to have a blast radius of five yards for his next pass. This blast effect applies equally to alchemical shot or relic shells and is heralded by a sound that gave the weapon its name.

Mourning Sun
Orichalcum orb

Constructed during the latter stages of the Primordial War for an Eclipse who, even when the fighting was at it worst and entire nations were being exterminated, hoped and worked for an end to the conflict that did not result in the deaths of the Primordials, this strange artefact barely even appears to be a weapon. It appears to be a perfect sphere of solid orichalcum, five inches in diameter, with only the sigil of the Unconquered Sun marring it's otherwise mirror finish. When attuned and held, Mourning Sun unfurls and sheds a thousand golden petals that orbit and protect the wielder while revealing the intricate and delicate workings inside the artefact. Once opened the Solar can, With but a thought and a gesture, hurl these razor-edged petals as an unerring storm of destruction, capable of shredding (or battering into unconsciousness) almost any foe in a handful of seconds.

Speed 4, Accuracy +5, Damage 9L(P), Rate 5, Range 100, Ammo -, Mins: Thrown •••• Dex •••• Tags: P, T

Mourning Sun has the following additional powers:

  • Attacks made with this weapon ignore any and all forms of cover less than total. So long as the Exalted's target is within range and their location is known they can be struck.
  • The wielder can reflexively choose to add his (Compassion) to both the Accuracy and Damage of the weapon. If he does so then Mourning Sun inflicts Bashing damage against that target which cannot wrap around to inflict Lethal damage under any circumstances.
  • While wielding Mourning Sun the Exalted can use his Thrown ability to calculate his Parry DV. Furthermore any foe that attacks the attuned wielder suffers 9L(P) damage. This is effective out to a range of 10 yards and is treated as if it were a counterattack.
  • By spending 10 motes the attuned wielder can infuse the artefact with a fraction of the Unconquered Sun's power for the remainder of the scene. This make it burn with bright light equivalent to that of a totemic Solar anima banner; this light blinds and confounds all Creatures of Darkness within line of sight, inflicting a -2 external penalty on all rolls. Also, all attacks made against Creatures of Darkness now inflict Aggravated damage.

The Twin-Soul Sword
Orichalcum & adamant reaver daiklave

Feared and revered, the Twin-Soul Sword is that rarest of artefacts, a beautiful mistake. For some unknown reason two gods, known as the Harbinger and the Oracle, came to reside within it, gods so diametrically opposed that only one can be active within the sword at once. At the will of the wielder one of these gods is unleashed, forming itself into a copy of the blade it represents and. Once free it is this god's will that molds the weapon. It is this conflict, savants believe, that allows the Twin-Soul Sword's greatest power, the temporarily duplication of the wielder, to exist.

Speed 5, Accuracy +4, Damage +14L/5, Defence +3, Rate 3, Mins: Melee ••••, Dex •••, Tags: O

The Twin-Soul Sword has the following additional powers:

  • The Twin-Soul Sword negates up to three dice of multiple-action penalties for the wielder.
  • As a reflexive action at the start of his pass the attuned Exalt can draw an Essence-forged copy of the weapon into his off-hand. This copy has identical attributes to the original and is one of the weapon's two gods, unleashed from its cage (the wielder chooses which). The character can subsequently choose to swap expressions under the same circumstances.
  • While the Harbinger is active the weapon gains an additional +2 Accuracy and doubles all onslaught penalties it inflicts.
  • While the Oracle is free the Twin-Soul Sword has an additional +2 Defence and negates the effect of onslaught on the wielder's Parry DV.
  • Finally, for the expenditure of 10 motes the charcter can create and Essence duplicate of himself that exists for the remainder of the scene. This copy wields the unleashed sword and has identical traits to the original as well as full access to all Charms - original and copy both draw on the same Essence pools. Both copy and duplicate act on the same tick initially, but if they choose different actions this need not remain so. If the duplicate is "killed" it dissipates with no ill-effects to the original. Should the wearer choose to "swap" swords then he and the Essence copy also swap positions.

Prominence
Orichalcum & red jade blade-whip

A strange weapon in both appearance and practice, Prominence has two large golden blades curved in opposite directions that together make up nearly three-quarters of its length, the remainder being a jade rod bisected by a fist-sized ruby. At a thought from the wielder these parts can each seperate, connected by a hair-fine orichalcum chain that allows the whole to easily great distances. When wielded by someone worthy of its unusual design, Prominence is both beautiful and terrible to behold, the blades wreathed in Solar flame leave indelible trails in the eyes of witnesses and on the bodies of its victims, and when it the weapon is truly unleashed there are few being that can stand before the fury of its wielder.

Speed 5, Accuracy +3, Damage +10L/3, Defence +3, Rate 4 (2 in a clinch), Mins: M.Arts ••••• Dex ••••, Tags: 2, M, O

Prominence can only be attuned to by Solar Exalted, and has the following additional powers:

  • Attacks made with Prominence can reach out to 30 yards with no loss of Accuracy or Rate.
  • The wielder can make a ranged clinch attempt out to this distance with either end of the weapon, even being able to attack normally with one blade while holding a clinch with the other.
  • If the attuned Solar's anima is at the 8m+ stage or higher then the Prominence' blades become sheathed in holy flame, increasing the base damage to +14L/5 and inflicting a -2 DV penalty on all Creatures of Darkness within range.
  • The expenditure of 10 motes causes the flame lurking within Prominence to explode into a full blown holocaust, blasting everything within 30 yards with white hot Solar fire to which only the Solar Exalted are immune. Everything else in the area takes 10L environmental damage every tick, and a -2 external penalty to all actions for the duration of their stay within the field of flame. This effect lasts for as long as the Solar is willing to spend a miscellaneous diceless action (Speed 5) to sustain it or until the end of the scene.