The NPC area is meant to list things that the PC’s know (or think they know) about the NPC’s of the game. Descriptions and facts generally. As always things are not always what they seem and some of this information may be false but it is what the characters believe to be true.

Non-Player Characters 's


Places of Note.

Chiaroscuro

Items of Note

Shroud of Frozen Shadow [artifact 4]

When worn this cloak looks to be made from a black brittle material, almost as if Shadows had been frozen, but at the same time it is as flexible as silk. The Inside has a number of pockets sewn into it that only open for the person wearing the Cloak. The Cloak’s clasp and hearthstone setting are both made from the purest of azure jade set in the shape of a proud bird of prey. In the light of the Unconquered Sun the unusual look and strange qualities of the cloak may attract unwanted attention. The cloth is cold to the touch and causes a cloud of cold air around the character. If moving rapidly cold breezes whip off of the cloak in a trail of chill.

When the cloak is pulled over the wearer and the hood is secured over the head the wearer vanishes from sight in a puff of bitterly cold air. While the cloak is worn in this fashion those that come with in five feet of the wearer feel a chill that will startle them with its briskness. Enemies' players may attempt a reflexive Perception + Awareness roll each turn for the enemies to spot the character. If the observer saw the character disappear, noticed the character last turn, felt the chill of the cloak or witnessed an action performed by the character, the difficulty for the check is only 1. However, the difficulty increases by one every turn that the character remains undetected, to a maximum of 5. If the observer has some reason to believe that someone is around (a knocked over vase, footprints in the sand), the difficulty for spotting the character starts at 3 and scales up. Just looking casually for the invisible Exalted has a difficulty of 5. Even when spotted, any actions taken against the character are at a +2 difficulty.

The cloak requires 5 motes of essence for attunement. Activation requires a turn of concentration, 1 Willpower point, and 6 motes (minus the Air-Aspect Hearthstone's rating) In addition to making the wearer invisible when activated, it also adds +1 stealth dice when worn normally in a light no greater then moonlight. The Shroud also confers a small amount of protection to its wearer- 3L/4B Soak. This does not count as armor for the propose of charms. If combat is engaged the wearer becomes visible, and must reactivate the cloak again. This effect lasts one scene.


Torque of the Queen's Immaculate Perfection [Artifact 1]

The Torque keeps the Chosen clean at all times he could spend weeks crossing a noxious swamp and come out looking as fresh as if he'd just come from the baths. It negates all penalties to Social rolls that stem from a character looking ragged or disheveled. If the Exalt spends three motes harmonizing the item with her anima, it can also add +2 dice to Resistance rolls against disease or poison, as it bums the infection or toxin out of the Exalted's body. The Torque is made from Orichalcum and provides warmth to the wearer, allowing a +2 die bonus to resist the adverse effects of cold.


Gorol's Judge [Artifact 3]

Speed: +2
Accuracy: +2
Damage: +9L
Defense: +1
Minimum Strength: 3
Commitment: 8

This expensive looking great axe has a silvery gleam to it, but does not betray its magical nature. The axe is a 5 foot long metal shaft supporting a wicked slender square blade at one end. The axe's weight exceeds what one would find in a normal martial weapon, but with attunement the axe becomes light and manageable. The origins of the axe or the reason the name "Gorol's Judge" comes to mind when its held are  not known. What is known is that it causes infernal beings to bleed a black ichor after being struck by the blade (ST rolls one damage die per turn for bleed damage). If the wielder of the axe completely parries an attack, the wielder may then make an immediate counterattack using his base (weapon defense + parry + dex) pool. No charms may boost this parry pool, and this only applies to one attack per round. 


Whispers of Amber Flame [Artifact 3]

 

Speed +4
Accuracy +4
Damage +5L
Defense +3
Minimum Strength 2
Commitment 8

While many Daiklaves of the first age are made of magical materials, Whispers of Amber Flame is made of magic itself. The blade, hilt and pommel is formed from crystallized essence,  though the material looks more like Golden Amber then mineral gemstone. At the center of this amber of essence is a delicate Orichalcum blade. As if the blade has been frozen in time inside this virtually indestructible medium. The five foot incredibly sharp blade is a wonder to behold, and will attract the eyes of all that see it. 

The Daiklave has two interesting powers that must be noted. First the blade may be banished to or called from elsewhere, at the cost of a single mote of essence for either action, as an innate ability for those that are attuned to it. Though it does take a full unsplitable dice action to call or banish the blade. Use of the charm Summoning the Loyal Steel allows for the sword to be summoned or banish instantly. 

The second power being that for each health level of damage the Daiklave does it absorbs one mote of essence from the target. As the Daiklave absorbs essence it emits its only anima banner, following the same chart that  Exalted use for essence expenditure. If the Daiklave absorbs 16+ motes becoming totemic the daiklave is encircled by golden geometric shapes and arcane mathematics written in Old Realm. It is believed that this essence can be drawn into the wielder of  Whispers of Amber Flame, but its present owner is not aware of this method. The anima banner fades at the some rate that a solars anima banner fades. Also it should be noted that if the Daiklave is banished to elsewhere while the sword is showing a banner that when called back into the world of men, gouts of golden flame wash over the owner of the  sword and radiate out ten feet in all directions. This does 5L damage to all who are caught in the flames. The owner of Whispers of Amber Flame is immune to this flame however. When called from Elsewhere the sword makes a mighty crack like a fork of lightning hitting an ancient tree. It is nearly impossible to hide the entrance of  this weapon into this world. 

Of this wonders origin, little is known. It is believed that it was created by a mighty twilight of the first age. Some have speculated that the sword is actually  the hearthstone of a large manse, but the detractors of this theory site that it is impossible to create such a manse in such a masterful way as to shape the hearthstone into a sword. However if a manse was found to match this stone, the sword would truly be a force to contend. 

 


Resplendent Truth [Artifact 5] Written by Hekate

 

Speed -1
Accuracy +2
Damage +14L
Defense +0
Minimum Strength 5
Commitment 12.


Resplendent Truth is a great goremaul with a soulsteel handle five feet in length and the head a foot across and molded into the shape of some horrific, unidentifiable
creature's face (some say that it is the Malfean whom the goremaul's creator venerates). Worked throughout the weapon is a tracery of Starmetal forming blasphemous sigils of the Abyss. The mace requires Strength + Athletics 10 to even lift without attunement, and forget about using it as a weapon.

Resplendent Truth has several abilities. The first is its crushing blow, allowing the wielder to strike multiple targets adjacent to him for the cost of one mote per target
(or no cost against Extras). The wielder rolls only one attack, and compares it to each target's defenses separately. The second is its necromantic aura, which animates the bodies of all who die within Essence x 10 meters as zombies under the wielder's control.
In addition to the above, all soldiers under the wielders command and within one mile of the wielder subtract one die from enemy dice pools to attack or defend against them.

Finally, Resplendent Truth drains a number of motes from its targets equal to the wielder's permanent essence, so long as at least one health level of lethal damage is
inflicted.


Bands of the Tiger

 

Speed: +1
Accuracy: +1
Damage: +3L
Defense: +2
Minimum Strength: 2
Minimum Martial Arts: 3
Commitment: 8

The Bands of the Tiger is a magical piece of weaponry that appears as a Ornate bracelet, featuring tigers in an out stretched pose wrapped around the wearers wrist. When attuned by an Exalted character, and when the proper essence is committed to the object the bracelet disappears magically, and a Tiger’s Claw (weapon) appears instead. This change is not witnessed as the observer always feels as though he has blinked while the change happens. Both bands have a socket for one hearthstone.  

The Bands of the Tiger are both a defensive and offensive device. The bands when worn as bracelets or claws gives the wearer a 3B/3L soak.   In addition the Claws give the user +2 dice when used as a climbing aid. The wearer also get +2 dice when using athletic charms. The Claws may also be used to parry lethal and bashing damage. The wearer can spend one mote to extend the claws or retract to the bracelet, as said before this change is never witnessed. This change is considered reflective and only takes one turn to take place.