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Campaign:Betrayal of the Light/Unnamed Zenith Caste
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== Combat == '''Dodge DV:'''11<br/> '''Dodge MDV:'''11<br/> '''Soak:''' 28B/30L/17A <br/> '''Pierced:''' 20B/22L/10A <br/> '''Hardness:''' 12B/12L/12A <br/> === Attacks=== === Artifacts === ● *'''Orichalcum Fivefold Harmonic Adapters:''' Thumbnail-sized discs of orichalcum engraved with mystical glyphs and surrounded in a ring of adamant. Lets a Solar wearer attune to Starmetal artifacts as if he were a Sidereal by sticking them on.<br/> ●● *'''Orichalcum Dragon's Tear Tiara:''' 2 mote commitment, +1 to perception pools, +3 dice to any task that requires geomantic or occult sensitivity, and has one hearthstone setting.<br/> ●● *'''Skin Like The Mountains Oil:''' Rubbed on a character’s skin before battle and lasts for one scene. It can be used in conjunction with armor or used by itself, and it does not count as armor for the purposes of martial arts. As long as the character is wearing skin-like-the-mountains oil, it gives her skin a metallic blue-gray patina. Skin-like-the-mountains oil adds +12L/+10B to the character’s soak and provides her with a hardness of 9L/9B. Five has fixed them up with all they need, so the boost is figured above.<br/> *'''●● Skin-Mount Amulet:''' Adds 10 motes for a level 5 hearthstone. Appearing as a large rivet-style body piercing made of one of the magical materials with an indented disk-shaped socket, skin mount amulets are nothing more than implanted hearthstone amulets (see Exalted, p. 380) that require no attunement. The design of these amulets also confers an additional number of motes of Peripheral Essence to the wearer’s maximum Essence pool equal to twice the rating of any hearthstone placed in the socket. Mountain Folk, God-Blooded and other non-Exalted Essence channelers instead add these motes to their singular Essence pools. Mortals normally incapable of channeling Essence may attune to manses if they have one of these devices installed, gaining the usual benefits of any hearthstone from an attuned manse installed in the stone. Mortals also gain the aforementioned bonus motes as a meager Essence pool that they can recharge only through the inset stone but may otherwise use as if they were Exalted. Any commitments using Essence from the amulet (such as to other artifacts) immediately end if the hearthstone leaves its socket. At the height of the First Age, skin mount amulets were a popular form of jewelry among the Chosen. Hearthstones can be removed or replaced in a skin mount amulet as readily as any other type of hearthstone amulet. Only the socket itself is actually riveted to the body. <br/> *'''●●● Hand of the Great Maker:''' Spend 8 motes to activate Chaos-Repelling Pattern to attune, which raises its duration to indefinite. This artifact takes the form of an intricate orichalcum and adamant gauntlet with clockwork components and bubbling motonic condenser rods that fill with lightning-white Autochthonian Essence while worn. Has a 5-dot solar hearthstone slot. <br/> *'''●●●●● Fiery Solar Cannon:''' 8 mote attunement. This is one of the most powerful handheld weapons created during the First Age. The body of the weapon is carved from a single fi ve-sided tube of solid ruby inlaid with orichalcum. This weapon is three feet long and as thick as a grown man’s calf, and it can be wielded only by one of the Solar Exalted. It is normally carried over the wielder’s back and requires the user to stand still and use both hands to fire it. (The wearer cannot use a move action while firing this weapon, and he can dodge or parry only by using reflexive Charms or persistent Charms that are already in effect.) When fired, this weapon shoots balls of golden sun fire that fly as swiftly as an arrow and then explode into a sunburst two yards in diameter. If two targets are standing next to each other, the explosion affects both equally. Otherwise, it affects only a single target. This attack can be dodged, but it cannot be parried without Charms that allow the user to parry any attack. These sunbursts burn the target with the heat of the sun and damage stone or metal as readily as they damage flesh. The user must expend two motes of Solar Essence for every shot.<br/> Although this weapon can be fired only once in a flurry (per its Rate), the wielder can cause it to simultaneously fire a number of additional balls of sun fire equal to his permanent Essence in a single shot. Each attack must be aimed at a separate target. Each target dodges each ball of sun fire separately, but all of these attacks use the same attack roll, with no loss of dice from multiple actions. Each ball of sun fire costs an additional two motes of Essence, however. The character may spend only one mote per shot to fire less powerful balls of sun fire, which are only one yard in diameter. This weapon requires the user to commit eight motes of Essence to it. In addition, he must also insert a Fire or Solar hearthstone of at least level 2 into the base of the weapon. This hearthstone provides no benefits to the user, as all of its energy is used to help power the solar cannon. This artifact can be used only by the Solar Exalted, so the material bonus for orichalcum has already been figured into this weapon’s stats: speed 5, acc +3, damage 18L (or 9L for a half power shot), rate 1, range 300, 2 motes per shot. ●●●● *'''Starmetal Perfected Kata Bracers:'''Perfected kata bracers are prayer strips crafted of a single magical material and curled into bracers. The strips’ sutras are starmetal engravings, except in starmetal bracers—they use orichalcum. Attunement costs eight motes. When the character activates a Form-type Charm, the sutras inscribed on the bracers glow and lift from the artifact to engulf the character in light for a brief moment. For the rest of the scene, she gains several benefits. She adds her Essence to the accuracy, damage and defense of her unarmed attacks and of attacks made with the active Form-type Charm’s particular weapons. She may choose to inflict bashing or lethal damage at will and she may parry lethal attacks unarmed. In addition, Starmetal eases the flow of martial essence, reducing martial art charm costs of the activated form by 2. ●●●●● *'''Starmetal Celestial Battle Armour:''' 8 mote attunement. First created by Autochthon and widely duplicated during the First Age, these forms of armor were specifically designed to aid and protect the mighty Celestial Exalted in battle. This type of armor is also the model from which the Armors of the Immaculate Dragons (see pp. 84-87) were derived. Each suit of celestial armor is a specifi c creation designed to aid a particular Celestial Exalt. The following description covers the basic framework used in the most advanced suits of armor. Unlike the less powerful dragon armor, celestial battle armor incorporates self-repairing enchantments so that it does not require periodic maintenance. Each suit of celestial battle armor requires a commitment of 10 motes of Essence and a level-3+ hearthstone to power the armor’s various enchantments. This hearthstone provides no other benefit. The armor has three hearthstone sockets, and the wearer can select which one is rendered inactive by powering the armor as a diceless miscellaneous action. In addition to the following list of features, each of these suits of armor also add in the appropriate magical materials bonus. Because they are only made for Celestial Exalts, no celestial battle armor is made of jade. Terrestrial animas are not sufficiently powerful to use this armor.<br/> *''Filtration Baffles*:'' +2 bonus to Resistance against poison or all forms of disease (including wound infection); one-hour supply of fresh air (refilling the tank in fresh air takes one minute per 10 minutes of air added to the tank). <br/> *''Sensory Augmentation Visor*:'' As a reflexive action, the wearer gains a +2 bonus to Awareness. Alternatively, the wearer can reflexively activate Essence sight (see p. 85) for three motes per scene, which also automatically pierces any dragon armor cloaking device. In addition, the lenses that provide Essence sight for this armor are coated with thin films made from a mixture of orichalcum, starmetal and soulsteel. As a result, when the character activates the armor’s Essence sight, she can also see unmanifested spirits, ghosts, living beings and enchanted objects (including walking dead and automatons) as glowing presences. In addition, the wearer can see the Essence-fl ows of demesnes and manses at the range of her normal vision and can easily tell the power of these locations and if their Essence flows have been properly capped. <br/> *''Exomuscular Fibers*:'' +2 dots to Strength for feats of strength, calculating jump distance and inflicting damage with attacks.<br/> *''Peripatetic Greaves:'' Doubled movement rate; 10mph marching movement rate.<br/> *''Reinforced Gauntlets/Boots:'' As weapons, the gauntlets and boots can parry lethal attacks without a stunt (as an exception to the standard “N” tag), and have the following respective statistics:<br/> Name Speed Acc. Damage Def. Rate Tags<br/> Gauntlet 5 +1 +5B +2 3 N<br/> Boot 5 +0 +6B -2 2 N<br/> *''Adaptive Camouflage Subsystem*:'' +2 bonus to Stealth while moving or +3 while stationary. This ability specifically defends against Essence sight. In addition, this color-changing feature can also be used to provide the armor with the appropriate colors and imagery for parades and other formal occasions.<br/> *''Enhanced Healing:'' The energies of this armor are focused on repairing the wearer’s flesh. While wearing this armor, the owner heals one level of bashing damage every tick and one level of lethal damage every hour. *''Enhanced Durability:'' The armor gains another +3L/+3B soak and +2L/2B hardness.<br/> *''Essence Shield:'' By spending four motes of Essence, the wearer can create a shield of solidified Essence that increases the wearer’s DV by two against both melee and ranged attacks. This shield lasts for one scene.<br/> === Hearthstones === *'''●●● Gemstone of the White Jade Tree:''' This blue-violet cabochon glows with a pale inner light. This stone hardens the bearer’s skin; any damage the character suffers after soak is cut in half (rounding all fractions upward). This same hardness reduces the possessor’s movement speed by half, rounding all fractions down. This penalty applies to all forms of movement, but can be cancelled by removing the stone from its setting. Doing this also instantly cancels the stone’s beneficial effects.<br/> *'''●●● The Freedom Stone:''' This stone is a murky blue-black, full of shifting colors. A character who bears this hearthstone can never be physically restrained, only confined. All grapple, clinch, hold and throw maneuvers against her automatically fail. <br/> *'''●●● Windhands Gemstones:''' This hearthstone is perfectly clear -- so clear it becomes invisible in water. Against ranged attacks, the bearer may apply his DV (parry or dodge) without defense penalties or onslaught penalties and can parry lethal attacks unarmed. <br/> *'''●●●● Gem of Adamant Skin:''' This hearthstone is a glittering, flawless black ovoid. Lethal damage done to the character is automatically converted to bashing, before soak is applied.<br/> *'''●●●●● Gem of Perfect Mobility:''' This brilliant-red, faceted square glows as brightly as a candle. Any Exalted bearing it is as swift as a beam of sunlight. A character attuned to the hearthstone halves (round up) the number of ticks all actions require, without causing any penalties and may divide her dice pools normally to gain additional actions. In addition, these increased speed also applies out of combat, allowing the character to walk, run or sprint twice as fast as normal. The only limitations on using this hearthstone are that sorcery still takes the normal time to cast, and that using these additional actions makes the character appear inhumanly fast. Anyone seeing the character move or react this rapidly will know she is not human. The additional action gained from using this hearthstone is incompatible with all Extra Actions Charms. The character can use one or the other, never both.<br/>
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