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    The Crown of Pearl (Artifact 3)

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    Spastic_Clapper

    Posts : 23
    Join date : 2016-01-18

    The Crown of Pearl (Artifact 3)

    Post by Spastic_Clapper on Wed Nov 16, 2016 10:24 pm

    The Crown of Pearl (Artifact 3)
    A orichalcum crown ringed with the teeth of a behemoth shark.

    The Crown of Pearl is a golden crown that rests upon the forehead and re-sizes itself to the wearer. Set in the front of the crown is a hearthstone slot and circling the crown are special sapphires found in the very deepest parts of the ocean. The points of the crown are made from the teeth of a terrible shark behemoth that was slain by a long dead King of Pearl. The crown is a powerful artifact that empowers the wearer socially while granting it command of sharks. Upon attuning the Crown, the user gains +2 non-charm dice to Charisma and Appearance rolls and the first evocation of the Crown. The wearer of the Crown of Pearl develops a minor intimacy to bloodlust as he develops shark's taste for blood. This intimacy lingers even if the wearer detunes the Crown.

    Command Shark
    Cost: -; Mins: Essence 1
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: None

    The crown allows the user to communicate with sharks. Sharks as a whole are not very intelligent, but this charm ensures that they understand the basic intent behind the communication and his words are treated as if they are coming from someone the sharks have a major intimacy to. Most uses of this charm do not require a roll, but should the wearer of the crown attempt to command or persuade the sharks, this adds the users Essence in non-charm successes to the roll.

    Shark skin
    Cost: 4m; Mins: Essence 2
    Type: Reflexive
    Keywords: None
    Duration: One scene
    Prerequisite Charms: Control Sharks
    The wearer of the crown channels the spiritual essence of the behemoth shark who's teeth make up the crown. The essence flows over the wearer and his skin thickens and toughens like that of a shark. While this charm is active his skin is much less sensitive and very rough to the touch. The wearer of the crown decreases his wound penalties by 2 for the rest of the scene.

    Spirit Sharks
    Cost: 8m; Mins: Essence 2
    Type: Simple
    Keywords: None
    Duration: One scene
    Prerequisite Charms: Control Sharks

    The wearer of the crown draws out the power of the behemoth sharks teeth and summons a pack of spirit sharks. These sharks materialize swarming in circles around the wearer of the ground and can be commanded in battle as a battle group. These sharks can swim through the air as easily as they do water and are both terrifying and graceful in their movements. They count as a battle group with average drill, might 2 and a size of 3 and with the following traits.

    Spirit Shark
    Essence: 1; Willpower: 5; Join Battle: 6 dice
    Health Levels: -0/-1x3/-2x3/-4/Incap.
    Actions: Senses: 6 dice (see Blood Scent); Stealth: 8 dice; Tracking: 4 dice (see Blood Scent)
    Appearance 4, Resolve 3, Guile 1
    Combat
    Attack (Bite): 8 dice (Damage 16, may make piercing attacks.)
    Combat Movement: 8 dice
    Soak/Hardness: 9/0 (Shark skin)
    Evasion 4, Parry 2
    Special Attacks
    Frenzied Bite: Spirit Sharks may pay a point of Willpower when it makes a decisive attack against a character with a wound penalty of -1 or higher to double 8s on the attack roll and add all extra successes to the raw damage of the attack.
    Merits
    Blood Scent: Spirit Sharks add three automatic successes on any Perception-based roll to scent blood, and can track it from miles away. If one is specifically attempting to track or detect a character who is bleeding, it adds an additional automatic success for each point of wound penalty that character is suffering.

    Blood in the Waters
    Cost: 3m; Mins: Essence 2
    Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Spirit Sharks
    As blood enters the water the wearer of the crown feels a flood of bloodlust and hunger as if entering a feeding frenzy. This evocation can only be activated after a decisive attack inflicts at least one lethal of damage. After the wearer resets their initiative they gain a number of bonus initiative equal to the number of health levels inflicted by the attack. Use of this evocation increases the strength of the users Bloodlust intimacy by one level for the rest of the scene.

    Blood Frenzy
    Cost: 5m; Mins: Essence 3
    Type: Reflexive
    Keywords: Dual
    Duration: One Scene
    Prerequisite Charms: Blood in the Waters
    Blood has an almost primal effect upon the Shark, causing a deep down hunger and frenzy that is terrifying to behold. This evocation can only be activated after a decisive attack that inflicts at least one lethal of damage, and its use increases the strength of the users Bloodlust intimacy by one level for the rest of the scene. For the rest of the scene the user adds a number of dice to withering and decisive attacks equal to the strength of his Bloodlust Intimacy.
    The user enters a frenzy in which he seeks the violent death of his enemies. For the rest of the scene he suffers a penalty to all non-combat rolls equal to the strength of his bloodlust intimacy and must spend a wp to even attempt such an action.

      Current date/time is Wed Nov 22, 2017 1:19 am