Interesting Items: Artifacts

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Name Details 
The Justicar
- Level 3

- Orichalcum
First Appeared: Episode 00
Possessed By: Handur
The Justicar is a hammer of daunting size, lovingly crafted from iron and orichalcum. The head of the weapon is roughly the size of a large barrel, and almost perfectly cylindrical, with a solid iron haft about the height of a small man. Although both ends of the head are smooth and flat, the other surfaces have been shaped to make it appear almost as if the ends of the head are being disgorged by the mouths of two roaring golden lions. Some of the details of the lions are picked out in iron, as is the scrollwork around the single hearthstone setting on the side of the head.
Merely lifting the Justicar is nigh-impossible for most mortals, and a challenge for most Exalted. Even in the hands of the mightiest of Exalts, it is hardly a quick weapon, but more than makes up for it by delivering bone-shattering blows when it finally does connect. Through virtue of its size alone, the Justicar cuts a wide path through any battlefield and blocks much of the wielder's body from attack.
Of course, this weapon is anything but subtle. Not only is it a giant golden hammer, but it also exudes a tangible air of power and majesty. Stealth is not really an option, with the Justicar in hand. Due to the large amount of orichalcum in the weapon, it requires a large investment of Essence (commitment 10 motes).
Finally, the creator of the Justicar bore a particular grudge toward the Dragon-Blooded, and forged it with the hope that it would help him wage a war of vengeance against them. As such, he created it to be particularly effective against them.

Spd: -1 Acc: +3 Dam: +12L Def: +3 Min: S5
Specials: Athletics +2; Presence +2; +2L to Terrestial Exalted
Committment: 10 motes
Hearth Stone Sockets: 1
Toomei
- Level 3

- Orichalcum
First Appeared: Episode 00
Possessed By: Jubei
After months of training, careful planning and preparation, Jubei, a Solar Exalted of the Night caste, crafted a perfect blade. Using the tools of the Sun Forge, and working from knowledge long thought lost to the world, he combined a flawless diamon and the blood of a water-spirit with steel and orichalcum. The result was a diaklave named Toomei.

Besides the normal abilities of a daiklave, Jubei's weapon was designed to turn the user invisible at will. Be it for sneaking past guards unnoticed or confusing and avoiding enemies in combat, the blade's power was amazing.

However, due to a small mistake in the forging of the weapon, the blade has a tendancy to twist in its wielder's hand, requiring a firm grip when in combat.

Spd: +4 Acc: +5 Dam: +2L Def: +4 Min: S1
Specials: Can turn the wielder invisible at will. Enemies can make a reflexive Perception+Awareness roll each turn to try and detect the wielder. If they were watching when the character when invisible, or spotted the character last turn, the difficulty starts at 1 and increases each turn to a maximum of 5. If an individual is alerted to the fact an invisible person may be present (eg a vase knocked over, footprints in the sand), the difficulty starts at 3 and scales upwards. For a casual observer, the difficulty starts at 5.
The effect lasts until either the wielder decides to end the effect, or he looses his grip on the sword.
Committment: 8 motes
Hearth Stone Sockets: 1
The [Can't Remember The Name] Chime
- Level 3

- Jade
First Appeared: Episode 00
Possessed By: Master Eman

Although only a handful of people know it, 600 years ago, the Realm was nearly destroyed. An insane Solar sorcerer somehow managed to make his way to the Imperial City. For months he prepared in seceret while the Immaculate Order frantically searched for him. On the second day of the Calabration in the year 192, the Solar began his ritual. His plan was to summon [Can't Remember!], the Witch of the Shadows. Unfortunately, he was not up to the task.
The Immaculate Order located him shortly after the ritual started, but were unable to breach his defenses until it was almost too late. The four surviving monks burst into the cellar just in time to see the demon feasting on the Solar's soul. While his fellows held the demon off with their lives, the fourth monk (Jari) attempted the binding the Solar had failed. Knowing he could never attempt to control a demon so powerful, Jari had commissioned a small chime. As rang the tiny bell, he poured all of his Essence into the battle of wills with the demon. Although he was too late to save his fellows, Jari won, and bound the demon to his will.
Drained almost to the point of passing out, Jari banished the demon, but not before it vowed to destroy the chime and spend 10,000 years slowly killing Jari.
Knowing that something as powerful as the chime might one day be needed again, but at the same time knowing that the demon's agents were searching for it, Jari and the chime left the Blessed Isle and travelled to the tiny monastery at Tarwin's Reach.
Specials: The sounding of the chime calms a demon's soul, and makes them easier to dominate. Each time the chime is struck, a summoner gains an additional 3 successes to the contested Willpower roll to bind a demon.
Committment: None
Hearth Stone Sockets: None
Michael's Armour of Retractability
- Level 3

- Orichalcum
First Appeared: Hasn't
Possessed By: No one
The armour consists of two bracers, two anklets and a collar. Normally, they provide no advantages to the wearer other than cosmetic ones. However, if the Exalt chooses, golden plates can slide from the bracers, anklets and collar and cover the wearer's entire body (excep tfor his head, hands and feet). The armour can form under clothes, but may damage anything held tightly against the skin (for example, it may ripp tight fitting pants as the plates force their way up). Although moving in the armour still makes the same amount of noise as moving in normal armour, the difficulty to spot the armour under clothes is +3 (unless the clothes are ripped or torn).

Soak: 6B/7L Mobility: 0 Fatigue: 0
Specials: By committing 5 motes, golden plates slide out from the bracers, ankets and collar and cover the wear's body except for his feet, hands and head. It takes a turn for the armour to full form, but the user can act normally while this is happening. The armour forms under and clothes, chains or other items or creatures touching the character. The wearer can end the effect at any time (from which point the Essence used to activate the armour can regenerate normally), but it takes another full turn for the plates to vanish. If the wearer is missing one part of the set, then the plates do not cover that part of her body (an arm for the bracers, a leg for the anklet or the torso for the collar), reducing the soak by 1B/1L for a bracer or anklet or 2B/3L for the collar. However, all four pieces need to be present for the set to initially be attuned (although pieces can be subsequently lost).
Committment: 4 motes
Hearth Stone Sockets: 1 (located in the collar)
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