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ArtiFacts


SPIDER'S EYE BERRIES (RES ••••)

Also a product of the deadly Spider Orchids, these tiny, pale Berries are a treasure to every shaman, or tribal spiritist of the eastern jungles. The Orchids only reveal ther inauspicious fruit only during the five days of calibration, at which point they can be harvested carefully. The Berries grant the imbiber the ability to see and talk to unmanifested Spirits for the duration of two scenes.

GOLDEN BLOSSOM BUSH (ARTIFACT •)

A geomanticaly blessed plant, that is grown on the exact crossing point of two dragon lines, The Bush becomes naturally infused with the strong flow of Essence natural to its habitate and often grows into strange, twisted shapes. The flower petals of the seldom blossoms it bears through the whole year can emulate a similar strong capability of channeling Essence to characters ingesting them. One flower petal, if swallowed, grants the consument three additional motes per hour essence replenishment, either way if he is normally capable of recharging essence, or not, for the duration of one day and night. Plucked Golden Blossoms stay fresh and usable, if kept close to a Hearthstone or other source of Essence, for nearly a whole year after they are harvested.

HEARTHVINE COLLAR (ARTIFACT •)

Made from the spun vines, twigs and branches of various special plants, this Amulet is capable of socketing a single Hearthstone and help the wearer attune to it. The Hearthvine Collar works exactly like another Hearthstone Amulet made out of magical materials, but without the special magic material bonus. Instead, the Hearthvine Collar halves the time for attuning to the worn Hearthstone.

ELEMENTAL INFUSED CROP (ARTIFACT •)

Fibre plants that can be harvested for the production of special fabrics. - Air: The fabric infused with the Essence of Air is eternally slightly below ambient temperature, keeping its wearer cool in all but the most extreme climates. This provides the wearer with a +1 die bonus to all tests for resisting cold. - Earth: Cloth that has been interwoven with threads of Earth Essence impart some of the tirelessness of Earth into the wearer, who is able to exert himself for longer than would otherwise be the case. This grants the wearer a +1 die bonus to all tests to resist fatigue, tiredness, etc… - Fire: The clothing that has had the nature of Fire imparted is always slightly warm to the touch, and wards off the worst of the depredations of a chill wind or icy rain. This gives the character wearing it a +1 die bonus to resist extreme heat. - Water: The shimmering of sunlight on Water has been granted to the fabric, giving it an almost unnoticeable sheen that can distract or enchant those that the wearer interacts with. This grants a +1 die bonus to all Social rolls involving one-on-one interaction. - Wood: Some of the resilience and toughness of the Wood Dragon has been infused into the clothing, which grants the wearer a +1 modifier to his Lethal and Bashing soaks.

SKIN OF LEAVES (ARTIFACT •)

This suit of armor consists of an interlocking and overlapping garment of palm-sized living leaves that appear to be ribbed with shining gold. The Dragon Kings treat these leaves so that they are each as hard and flexible as the finest steel. When not worn, this hauberk appears to be made from unusually resilient autumn leaves and is both roughly made and somewhat misshapen. However, if the wearer commits 3 motes of Essence to the armor, the armor instantly changes so that it appears to be made of an exquisitely made garment of green and living leaves that fits the wearer exceptionally well. If worn by a Dragon King or one of the Solar Exalted, the Skin of Leaves gains +2 to both Bashing and Lethal soak.

 Soak (L/B)  Mob. Penalty    Fatigue 
    5/5		 -0		0 

WOODHOME DEFENDER (ARTIFACT •)

Some Dragonkin still have a potent System defending their hidden Territories. They grow vines that carry a very special seed. The Woodhome Defender in its dormant state is a small seed that, when cast to the ground after a commitment of 5 motes, sprouts into a leafy, woody warrior quite similar to a Piney armed with a simple club. The Creature is not fully self aware and has only a strong instinct to defend the territory it was grown on, the character that committed the motes for the seed to grow, or its motherplant. At the end of the scene, the seed dies (whether or not killed), and it takes a full day for a new one to grow on the owner's vine

 Attributes:Strength 3, Dexterity 3, Stamina 4, Perception 2, Intelligence 1, Wits 3. 
 Abilities:Awareness 2, Dodge 3, Resistance 4, Endurance 3, Melee 5. 
 Base Initiative: 6. 
 Attack: Warhammer Spd 4, Acc 1, Dmg 8B, Def 1, Rate 2, Piercing. 
 Dodge: 5 
 Soak: 8L/8B (4L/4B Natural bonus)
 Willpower: 0 (like automaton)
 Health Levels: -0 / -1 / -1 / -2 / -2 / -4 / Inc. 
 Note: Never an extra. 
 Final Attack Pools: Initiative 10, Attack 9, Damage 11B, Parry 9 

MOSS-BODY STONE (ARTIFACT •)

Emerald splotches gleam upon the surface of this grey-brown stone. An artifact set with this stoneIn one of its Heartstone settings quickly grows a layer of green moss. By concentrating, the bearer of the stone may cause this moss to spread. In about a minute, the moss covers her body and the rest of her possessions, providing three additional dice to all Stealth rolls involving hiding among verdant surfaces. This additional mossy growth withers and falls off at the end of the scene.

ETERNAL APPLE (ARTIFACT •)

This vegetative Artifact looks like nothing more than a particularly tasty apple, down to the feel and texture. If eaten, it provides enough nourishment to last a full day; this Hearthstone has been the difference between mere hunger and starvation for more than one bearer. Once eaten down to the core, six pips will be found that, if planted in an appropriate environment, will grow into adult apple trees in a single year; these trees are otherwise entirely normal. If one pip is kept next to the skin of someone attuned to the Apple, it will regenerate overnight back into the original Fruit.

ROOTS OF LIFE (ARTIFACT ••)

This vegetative Artifact takes the shape of a knot of roots, with wich the bearer need never fear starvation or thirst in any outdoor location. To use it, the owner must stand upon the ground (floors, roads, and other unnatural surfaces do not count) and concentrate deeply upon the Artifact. As he does so, the character's feet begin to grow small roots and tendrils, which burrow into the ground, fixing him fast in place. For as long as the character wishes, these roots will draw water and food out of the ground, providing all the nutrition needed; each hour spent doing so allows the character to go without a single meal during the following day. In addition, being rooted into the earth is a relaxing and energizing experience; each hour spent doing so counts as three hours of regular sleep. The character is totally unaware of the outside world while rooted into the ground, however; he may reflexively uproot himself if he is attacked or otherwise harmed, but by that point it may be too late.

PALISADE SEED (ARTIFACT ••)

Also an Invention of the ancient Dragonkings, these magical Seeds sprout into quickly raisable defensive walls consisting of thorny and stabile vines that form complex, resistant, interwoven patterns. Its true power is awakened when the Palisade Seed is planted into a hole in the ground and commanded by an attuned Exalt to grow. For each mote invested after the first five, the palisade wall created by the seed grows one meter per mote in a straight line. It can be used to create fortifications in a matter of hours. For each hour after the activation of the Seed the palisade grows by about half a meter until a maximum height of two meters is reached. These Fortification Walls count for 75% cover, provide a Soak of 3L / 5B and can take 12 Levels of Damage until a one meter section is destroyed.

VIRIDIAN ESSENCE BLOOM (ARTIFACT ••)

This unusual vegetative Artifact appears, at first glance, to be two pieces: a pale green flower, and a shimmering amber sphere around which the flower's petals are tightly wrapped. Only careful examination reveals that the flower is no more alive than the stone, and both are a single construct. When placed into a Hearthstone socket on an attuned artifact, the "flower" portion of the stone rapidly sends out tiny vine-like runners that criss-cross the artifact. Two more blossoms burst forth, their petals stand open and waiting. These two additional blossoms can be used in every way as additional Hearthstone sockets. When a Hearthstone is placed into the open petals, they close tightly around the stone, holding it in place and granting the attuned user all the usual benefits of attunement. In addition, the Viridian Essence Bloom can be placed on an artifact lacks a Hearthstone socket. The Flower melds itself seamlessly with the artifact, appearing to have grown right out of it, and produces its runners as normal, but only one additional blossom. Regardless of construction, a given artifact can only support one Viridian Essence Bloom at a time; placing a second such Artifact into a socket (whether original or via the secondary blossoms) causes all the vines and secondary blossoms to wilt and disintegrate to dust as the divided Essence flows starve both Hearthstones into uselessness. The same thing occurs if the artifact becomes unattuned, leaving only the Hearthstone still in the socket. Unfortunately, the Bloom will not remain if planted on a artifact without natural sockets that becomes unattuned - it wilts and drops off, as most flowers do in autumn.

CLINCHVINE BRACERS (ARTIFACT ••)

These paired bracers, which appear as half-inch-thick vines wrapped around the user’s hands and wrists, are the Dragon King's vegetative equivalent to the more familiar crushfist. It costs 2 motes to attune a pair of bracers. In addition to serving as powerful clinch enhancers, an attuned user may spend a mote of Essence when he wins a clinch roll to cause the bracers to sprout three-inch-long thorns. For the remainder of the clinch, the user's opponent must either accept a +2 difficulty penalty to her clinch roll or allow the thorns to penetrate her skin. If the opponent does not accept the penalty, then whenever the clinch ends, the opponent takes 3L damage from the thorns (this damage is considered environmental, but may only be soaked by natural soak). This damage occurs no matter which combatant chooses to end the clinch. Once the thorns have entered the skin, the opponent need no longer concern herself with the +2 difficulty.

 Spd 	Acc 	Dam	       Def	Rate
 -5 	+2 	+3L (piercing) +3 	1 

PAGODA SEED (ARTIFACT •••)

This peculiar seed approximates a foot-length, uncharacteristically heavy acorn, banded with a ring of engraved Orichalcum. If Essence is committed and it is buried in fertile, well-sunned earth, it will sprout in a short period, growing into a large evergreen oak hosting a defensible, comfortable redoubt in its upper branches. The trunk grows to offer handholds leading to platforms of banded branches. From the center platform near the top of the tree, branches extend out to sleeping areas or up to observation platforms. A pool in the center wells water from the earth below. Bitter nuts, high in nutrients but slightly toxic, grow in the branches. Characters should roll their Stamina+Resistence at a difficulty of the number of days the nuts constitute a significant portion of their diet; failure institutes a -1 on all rolls until they transition to a healthier diet--this penalty may accumulate over subsequent days. The palisade is comfortable for up to the committer's Essence in humans, or a lesser number of Dragon Kings. The tree normally grows to livable condition within two weeks. The commitment is considered attuned to Orichalcum--characters may need to force attunement to benefit from the Seed. Characters may contribute additional Essence to the commitment cost to lessen the growing time--each additional two motes lessens the growing period by a day; a tree with 40 committed motes bursts from the earth within a day of being planted, branches visibly wrapping and stretching for sunlight. These additional motes are decommitted once the tree is inhabitable, but the 12 mote base cost remains. After a lunar month, if the base cost is decommitted, or if the tree suffers significant damage, the progenitor acorn will rise into the center pool. Leaves will fall and branches will blacken and spiral together to a towering pillar above the trunk. It will decompose rapidly, refertilizing the weakened soil around it. When planted in a Demense of strong Solar or Wood Aspect, the tree may sometimes grow out of control, growing in new and curious ways without the need of committed Essence, to create a permanent Manse. A hearthstone grows in the pool rather than the Pagoda Seed, which is lost.

SEED OF CRAFTSMAN’S PERFECTION (ARTIFACT •••)

This transparent Seed appears to have golden swirls of light within it, and is an oblate spheroid approximately the same size as a grown man’s thumb. Its real power comes to the fore when it is planted in the ground together with an example of mortal craftsmanship of an item that the Exalted wishes to make many of. Over the course of the next year a strange tree grows from the ground where the Seed was planted, a tree that must be carefully nurtured and tended to until it finally bears fruit. When these fruit are picked and peeled, inside each will be found a copy of the item that the Exalted planted a year ago, but the magic of the Seed will have improved them. At the end of the year the Exalt who planted the tree (he need not have looked after it personally), makes an Intelligence + Craft (Arboriculture) or Survival roll. Each success means that the tree produces a crop of 1 perfect and 5 exceptional items of the type planted. The Seed itself will be found when the tree is harvested, in a pool of clear, sticky sap at the top of the trunk.

SEED OF EFFICACIOUS DUPLICATION (ARTIFACT •••)

The basic form of this vegetative artifact looks like an avocado pit. Once attuned, its owner can cause it to germinate into a vegetative artifact. The seed's power allows it to duplicate an existing artifact, to which the character must be attuned at the time he activates the hearthstone. Upon activation, the stone pops out of its setting and cracks open, revealing a rapidly-growing sprout. Over the course of the next 24 hours, it will grow into a perfect copy of the target artifact. The seed can only duplicate artifacts of rank 3 or less. If planted in fertile soil or water, it will send out roots and mature into a Motherplant bearing up to three new seeds if carefully attended to, in the duration of half a year.

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Page last modified on August 04, 2006, at 03:50 PM