| 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.
Items of Note
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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.
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Torque of the
Queen's Immaculate Perfection [Artifact 1]
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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.
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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.
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Whispers of Amber Flame
[Artifact 3] |
Speed +4 Accuracy +4 Damage +5L Defense +3 Minimum
Strength 2 Commitment 8 |
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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.
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Resplendent Truth [Artifact 5] |
Written by Hekate |
Speed -1 Accuracy +2 Damage +14L Defense +0 Minimum
Strength 5 Commitment 12. |
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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.
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Bands of the Tiger |
Speed: +1 Accuracy: +1 Damage: +3L Defense: +2
Minimum Strength: 2 Minimum Martial Arts: 3 Commitment: 8 |
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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.
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