The Book Of Air/Celestial Artifacts

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GENERAL ARTIFACTS

GENERAL FEATURES

The Unseen Hand: As per the Gauntlets of Distant Touch (WotLA, pg. 76), only built into the arms of the CBA.

Field-Clearing Step: The leg armatures of the CBA are laced with the enchantments of a Foe-Clearing Halberd (WotLA, pg. 78 ), enabling them to send crowds of enemies back with a single step. Especially devastating if used with Athletics racing charms...

Rider Reconfiguration Array: CBA with this feature appear unusually bulky, until it's used. Then, part of the frame of the armor detaches, reconfiguring itself into a Swift Rider, which may be rode as normal. This is a Speed 6 Action.

Many Arrow Field Suppression: The gauntlets of the CBA split open and unfold to reveal twin Onslaught Crossbows, which gain the appropriate MM bonus, and can be used with any Archery Charms that crossbows may normally use. The arrows are created by the crossbows themselves, but require a separate Hearthstone to do so.

Manse Interface Unit: Control elements of a Manse have been built into the magitech of the CBA, effectively making it the Manses' Central Control (Oadenol's Codex, pg. 68 ). One of the Hearthstones powering the suit *must* be the Manses' Hearthstone. Any extensive damage to the Manse may feedback and damage the armor, as well.

Animating Intelligence: As per the Intelligent Warstrider Ally, in WotLA, pg. 145-146 (yes, I know Warstriders are supposed to be the smallest item that can have an AI, but the idea is just too cool NOT to use!).

ORICHALCUM

Holy Corona: Flat turbines in the suits' limbs spin into action, generating a coating of white-flame about the armor's limbs and weapons. For the rest of the scene, all attacks are considered Holy. This power costs 3 motes.

MOONSILVER

Displacement Screen: For 2 motes, the Lunar wearing the CBA is not where she appears to be. She can cause all sensory evidence of her position to be anywhere within a number of yards equalling her Permanent Essence. Note that, unless she hides herself somehow, there will seem to be two of her...

Tentacular Grasp: The armor creates Arms of Multiple Manipulation (WotLA, pg. 72), as many as the wearers' Permanent Essence rating. These may be used for all manner of activities, including combat, in which they count as Unarmed for purposes of MA charms.

STARMETAL

Spiritual Recall Mode: On some level, Essence always remembers. For 5 motes, the Sidereal can briefly tap into the memories and skills of the dead god whose substance provided the Starmetal of the CBA. This can grant up to a +3 bonus in a relevant field (a God of War, for ex, may aid in Melee but not likely in Medicine); adding 2 WP to the cost allows the wearer to actually use one Charm the spirit knew, but only once per scene. The player and ST should work out exactly what the god who "donated" his material was capable of beforehand.

Destiny Enfoldment Generator: For 5 motes and 1 WP, the armor temporarily binds all entities within twice the Sidereal's Essence in yards to Fate, with all that that entails. This fate field is centered on the armor.

Instantaneous Storage Closet: The true strength of the Sidereals lies not in their Artifacts, but in their matchless Martial Arts prowess. As a Reflexive Action, the Sidereal wearer may instantly dispatch his CBA Elsewhere, automatically reclaiming any Essence committed to it. Recalling it requires recommitting this Essence along its Arcane Link, but it takes the normal amount of time to don. Some rare CBA was outfitted so that enough of it remained to form Discreet Essence Armor OR Perfected Kata Bracers, which must be paid for as normal.

SOULSTEEL

Essence Wings: As per the Orichalcum feature, except that these are black and resemble either raven or bat wings.

Voice of the Damned: The armor's helm distorts the Abyssal's voice, duplicating the effects of the Abyssal charm Haunting Voice Inflection.

SOLAR ARTIFACTS

ARMATURE OF SURPASSING MIGHT
Artifact 4
Armature of 5MM
Commitment: 10

Only a handful of these First-Age training devices remain, and most of them are in the hands of Gold-Faction Sidereals. Consisting of a humanoid armature, with a set of manacles for the arms and legs, these incredibly heavy assemblies (made of the appropriate Magical Material for the Exalt in training) are specially made to restrict both the motion of ones' body and the flows of ones' Essence, increasing effort, concentrating power, and halving either XP costs OR training time to raise Traits (ST's descretion).

For the first quarter of training time, increase the difficulty of all physical actions by +2; modify this to +1 by the second quarter, after which the Exalt has "gotten used" to operating with this handicap. The trainee must still pay extra motes to power Charms until the Armature is taken off, however (ST's descretion just how much).

When the pupil is ready, the coach releases the Armature with a Key (which needn't be a literal key; passwords are acceptable). Once the Armature unclasps and crashes to the ground, the Exalt feels a rush of power flooding thru him, activating his Anima Banner as though he had spent 16+ motes of Essence (yelling loudly at this point is considered required for maximum dramatic effect!).

Traits that can be increased by this method are: Essence, Combos, Attributes, Combat Abilities

Traits that cannot be increased are: Virtues, Backgrounds, Charms, non-Combat Abilities

THUNDERCRACKER
Artifact: 3 Whip made from one of the 5MM
Commitment: 5
Speed: +5 Accuracy: +2 Damage: +3L Def: -1 Minimums: Dex 4, Melee 3

Using a technique lost since the 1st Age, fine strands of one of the 5MM (typically Orichalcum or Moonsilver) are elaborately treated and braided together to form this weapon, which resembles, but cannot be mistaken for, a whip. Between 5-10 yards long, an attuned Thundercracker grants the standard MM bonuses and can be lenghtened or shortened at will. In addition to the standard uses of a whip, the Thundercracker can also be used as a fighting chain (Castebook: Night, pg. 76), and, when not in use, can even be coiled around the torso of the owner to act as light body armor (Soak: 6/5). Thundercrackers, which are exceedingly rare, carry a setting for a single Hearthstone on their pommels.

ABYSSAL ARTIFACTS

THE LEFT HAND OF DARKNESS (Level 3):
Glove with Hearthstone
Commitment: 5

This Abyssal Artifact is a long glove that reaches past the elbow, with a Hearthstone set into the palm or the back of the hand. The user peels off the glove and channels Essence into it, causing it to reshape itself into a large bird-like creature (determined by the type of glove: a Dusk general may have a leather glove that transforms into a raiton, while a Moonshadow courtesan may wear a lacy velvet glove which becomes a shiny raven). The Hearthstone becomes the bird's single left eye, transmitting everything the bird sees back to the one attuned to it. The bird possesses standard stats of one of its kind, +3 wherever the creator desires.

LUNAR ARTIFACTS

TWIN BONES OF DISCORD
Artifact: 3
Moonsilver Nunchaku
(PC) Speed +15 Accuracy +3 Damage +4B Defense +4 Rate 5 (Clinch Enhancer)
Requires: Dex 3, MA 4; Commitment: 4

This Lunar Artifact appears to be a simple pair of nunchaku, elegantly-crafted from Moonsilver, bound by a single cord. Like all Moonsilver weapons, they adapt to accomodate the changing size of the one attuned to them, but they also count as one the few Martial Arts weapons exclusively for Lunar use. They serve as Clinch Enhancers and can be used to parry hand-to-hand lethal attacks (with the cord) or ranged attacks (with the sticks). Additionally, the moonsilver-threaded cord can stretch on command to a distance of (Yards=Perm Essence), enabling the martial artist to surprise or restrain an opponent, use them as a whip, or even as a climbing aid.

SIDEREAL ARTIFACTS

BLESSED HAND OF THE MAIDENS
Artifact: 1
Starmetal Hand Bracelet
Commitment: 2

An ornate hand-bracelet crafted of Starmetal, this Artifact guides its Sidereal owner's hand toward making the most immediately fortunate, tho its longterm use is increasingly unreliable. It may give +3 to pick the right card in a card game, but only +1 to defeat the strategy of a master Gateway player.